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After implementing the deferred shading demo using HLSL, I decided to continue to enhance my knowledge of shader programming. Therefore, I researched and implemented various full-screen ‘filter’ post-processing shaders that mimic effects found in Photoshop and other graphical painting tools. The culmination of this research is a technical demo which allows the user to preview each of these filter effect in real time using my current engine framework: a DirectX rendering architecture using DirectX HLSL pixel shaders written in the .fx file format.

The demo implemented: a Hue/Saturation/Value shader, a Greyscale shader, a 4 tone black and white shader, an invert color shader, a sharpen shader, a blur shader, a radial blur shader, and a luminosity based edge detection shader.

  • Engine
    • Home grown
  • Development Time
    • 2.5 Months
  • Language
    • C++
  • Graphics API:
    • DirectX
  • Shader API:
    • HLSL
  • Features
    • Hue/Saturation/Value shader
    • Greyscale shader
    • 4 tone black and white shader
    • Invert color shader
    • Sharpen shader
    • UV Offset Blur
    • Radial Blur
    • Luminosity-based Edge Detection