Hi guys,
i've generated a blur-shader but i know, that this shader is only usefull with downsampling. Therefore i would like to ask how the best way is? Doing it with passes? or just multiplying it with a factor?
By the way i saw this article:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter21.html
Did anyone read this? Is this only shader based? Or does have to do with the viewport?
thank you very much for your time and brains.
Down-Sampling Experience, questions
That seems to be downsampling after rendering with adaptive resolution for anti aliasing.
Make a post effect system that render a full screen quad with static/dynamic textures to a dynamic texture using shaders.
You need to render a high resolution texture onto a low resolution texture by taking take the average of multiple samples in a pattern adapted for the change in resolution.
When you have your low resolution texture, applying blur takes almost no time when using multiple linear blur shaders after each other in different directions.
Make a post effect system that render a full screen quad with static/dynamic textures to a dynamic texture using shaders.
You need to render a high resolution texture onto a low resolution texture by taking take the average of multiple samples in a pattern adapted for the change in resolution.
When you have your low resolution texture, applying blur takes almost no time when using multiple linear blur shaders after each other in different directions.
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