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PostProcessingEffects

README.md

Post-Processing Effects

This section contains Vulkan examples that related to post-processing effects. This section includes examples of implementing various post-processing techniques such as ambient occlusion, bloom, motion blur, depth of field and more.

  • Understanding how to implement Screen-Space Ambient Occlusion (SSAO)
  • Implementing SSAO and SSAO Blur passes in Vulkan
  • Understanding how to implement Horizon-Based Ambient Occlusion (HBAO)
  • Implementing HBAO and HBAO Blur passes in Vulkan
  • Understanding how to implement Ground-Truth Ambient Occlusion (GTAO)
  • Implementing GTAO and GTAO Blur passes in Vulkan
  • Understanding how to implement grayscale post-processing color filter effect
  • Understanding how to implement invert color post-processing color filter effect
  • Understanding how to implement sepia post-processing color filter effect
  • Understanding how to implement duotone post-processing color filter effect
  • Understanding how to implement channel swap post-processing color filter effect
  • Understanding how to implement brightness post-processing color correction effect
  • Understanding how to implement contrast color post-processing color correction effect
  • Understanding how to implement saturation post-processing color correction effect
  • Understanding how to implement hue shift post-processing color correction effect
  • Understanding how to implement Reinhard tone mapping algorithm
  • Understanding how to implement ACES tone mapping algorithm
  • Understanding how to implement Uchimura tone mapping algorithm
  • Understanding how to implement AgX tone mapping algorithm
  • Understanding how to implement Parametric Filmic tone mapping algorithm
  • Understanding how to implement white balance and color temperature post-processing effect on HDR scene color
  • Understanding how to implement scene-referred lift/gamma/gain applied to the linear HDR scene color
  • Generating 3D LUT image using a compute shader
  • Applying color grading post-processing effect using generated 3D LUT image
  • Auto exposure value calculation with log-average luminance of the HDR scene
  • Histogram-based auto exposure calculation
  • Applying eye adaptation on histogram-based auto exposure
  • Observing instantaneous light changes on eye adaptation technique
  • Applying local exposure technique using a blend of a bilateral grid and a blurred luminance
  • Integrating eye adaptation on local exposure

TBD