This is a demo was created in my own custom engine using c++ and DirectX11. This demo showcases my visual post processing effect such as Screen Space Ambient Occlusion, Bloom and Depth Of Field.
As seen in the video the demo is based around three different post processing effects. The first which is Screen Space Ambient occlusion. The SSAO implementation is based on the Alchemy paper which allows for more artist driven control. The SSAO looks grainy due to the fact that I still need to implement an efficient edge aware blur to smooth everything out. Bloom is the second post effect shown in the video. Bloom is as simple as light leakage. We allow the bright areas in the scene to 'leak' onto its neighboring pixel by applying a bright pass onto the scene, followed by a blur and finally additively blending that result with the original scene. The last post effect shown is down as depth of field. My implementation follows much of the same as the one in the Unreal engine. The implementation has a near, far and focus plane that allows us to blend properly between the three region to get that nice depth of field look. Aka blurring objects that are to far or to near from the camera. All these post processing were really fun to play with and are still not finished, due to the fact that we can always improve performance and quality with new resources and papers that have recently come into play. Hope you enjoy and you can find the download below!
As seen in the video the demo is based around three different post processing effects. The first which is Screen Space Ambient occlusion. The SSAO implementation is based on the Alchemy paper which allows for more artist driven control. The SSAO looks grainy due to the fact that I still need to implement an efficient edge aware blur to smooth everything out. Bloom is the second post effect shown in the video. Bloom is as simple as light leakage. We allow the bright areas in the scene to 'leak' onto its neighboring pixel by applying a bright pass onto the scene, followed by a blur and finally additively blending that result with the original scene. The last post effect shown is down as depth of field. My implementation follows much of the same as the one in the Unreal engine. The implementation has a near, far and focus plane that allows us to blend properly between the three region to get that nice depth of field look. Aka blurring objects that are to far or to near from the camera. All these post processing were really fun to play with and are still not finished, due to the fact that we can always improve performance and quality with new resources and papers that have recently come into play. Hope you enjoy and you can find the download below!