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Expensive Post Processing Techniques


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#1 Muzzy A   Members   -  Reputation: 638

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Posted 03 December 2012 - 10:36 AM

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?

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#2 mhagain   Crossbones+   -  Reputation: 7959

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Posted 03 December 2012 - 10:43 AM

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.

It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.


#3 Muzzy A   Members   -  Reputation: 638

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Posted 03 December 2012 - 11:00 AM

yeah i originally thought about blur, but i thought maybe something better was out there.

#4 Sirisian   Crossbones+   -  Reputation: 1753

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Posted 03 December 2012 - 11:07 AM

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.

#5 Muzzy A   Members   -  Reputation: 638

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Posted 03 December 2012 - 12:09 PM

now that seems interesting

#6 Quat   Members   -  Reputation: 404

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Posted 03 December 2012 - 12:27 PM

SSAO with bilateral blur should do it.
-----Quat

#7 Muzzy A   Members   -  Reputation: 638

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Posted 03 December 2012 - 12:46 PM

thanks for the suggestions guys. this should work perfectly

#8 Key_46   Members   -  Reputation: 418

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Posted 03 December 2012 - 06:10 PM

Add some Subpixel Morphological Antialiasing to the mix and voilá.




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