iakov.dev

Post-processing pipeline started

· 1 min read

I spent last week on post-processing, and the engine now has a pipeline for it. The first effect is motion blur done as a post-process and built from the geometry buffer, as described in GPU Gems 3. It can be safely disabled. My collection of papers is finally paying off.

This motion blur comes from camera movement only. Per-object motion blur will follow later, with per-pixel velocities stored in the geometry buffer.

Motion blur in action, with a 15-sample kernel:

Editor view of the scene with strong camera motion blur

The original scene:

The same building in the editor without motion blur

Several more post-processing effects are scheduled: a glow pass that blurs the bright parts of the scene, analytical anti-aliasing, depth of field and others. I have also started on mirrors and deferred reflections.