Post Processing with Direct X 10

Post Processing with Direct X 10

In my fourth and final year of university, I finally got to
experience the wonder that is post processing effects! The process involves rendering a scene to a texture instead of directly to the back buffer, applying various effects to the texture and then copying the texture directly to the backbuffer for it to be presented on the screen. This project involved a lot of work with various pixel and vertex shaders using HLSL, and the framework provided to write these shaders was a barebones graphics engine in C++ which required some modifications to ensure the program could run.

Throughout this project, I demonstrate the following post processing techniques:

  • Colour tint
  • Guassian blur
  • Apply effects to individual areas of a screen
  • Shockwave effect
  • Depth of field
  • Depth map
  • Bloom
  • Sobel edge detection / paper mode
  • Pixelation effect
  • Film grain
  • Night vision