Shader

Depth of Field

C++ with DirectX

Two types: Accurate version and efficient version

Accurate version uses multiple render targets to submit depth information to post-processor which evaluates it according to lens formulas. Efficient version uses alpha channel and Gaussian blur to interpolate between a blurred and nonblurred pixel depending on depth.

Depth of Field


Motion Blur

C++ with DirectX

Vertexes are manipulated in the direction of motion, combined with a curving method that I developed, to create curved motion streaks behind moving objects.

Motion Blur


Glow

C++ with DirectX

Glow textures are applied to objects to depict which objects are illuminating. Using multiple render targets, this is used to blur a glow around the illuminated pixels.

Glow



Copyright © 2009 Kelly Jacobs. All rights reserved.