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Expensive Post Processing Techniques

Started by Muzzy A Dec 3, 2012 at 4:36 PM 6 replies 1.8k views
Original Post
Muzzy A
Muzzy A
Hey I'm looking for a really expensive post processing technique that i can learn and implement in less than a week. It has to do with school, and after i find something expensive i have to optimize it.

So anyone know anything that will definitely cause a significant decrease in FPS?
21st Century Moose
21st Century Moose
Any kind of naive bloom/blur filter should be good enough. Try a 9x9 kernel, which - in the unoptimized case - will give you 81 texture accesses per pixel. If that doesn't bring your hardware to it's knees then ramp the kernel size up.
Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls. 
Muzzy A
Muzzy A
yeah i originally thought about blur, but i thought maybe something better was out there.
Sirisian
Sirisian
If you had a model renderered and a very basic g buffer you could analyze ssao. The many naive approaches are expensive with tons of optimization routes to research.
Muzzy A
Muzzy A
now that seems interesting
Quat
Quat
SSAO with bilateral blur should do it.
-----Quat
Muzzy A
Muzzy A
thanks for the suggestions guys. this should work perfectly
Key_46
Key_46
Add some Subpixel Morphological Antialiasing to the mix and voilá.

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