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