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  • Writer: Kameron Briggs
    Kameron Briggs
  • May 2, 2019
  • 1 min read

I took an equation for brightness, contrast, and saturation and spent the time cutting the instruction count as much as i could. It initially was multiplying 3 4x4 matrices and then multiplying a vector with an added a component. I managed to pump this out and get it working and compiling the very first try. It is very important to cut instruction counts, as they are executed for every vertex, pixel, or etc.


Here is my new function for calculating the matrix to multiply my color with.


Here is what it looks like with some toying around. I get to up my gamma and not lose all of my color.


 
 
 
  • Writer: Kameron Briggs
    Kameron Briggs
  • Apr 30, 2019
  • 1 min read

I'm done with bloom for now. It is not impressive at all visually, but i did manage to speed it up a lot. bloom is done at 1/4 the size of the window resolution. I also eliminated the use of some arrays, some checks, and a few other things. Moral of the story is that it is plenty fast now. It can be better, but ill worry about it when it becomes a problem.


My scene is not very good for showing it off, so i exaggerated its effects by changing its threshold.


 
 
 
  • Writer: Kameron Briggs
    Kameron Briggs
  • Apr 29, 2019
  • 1 min read

I have managed to implement bloom, and it is working. Its very heavy as is. I plan on having to eliminate any looping, uniforms, conditional statements, and resize the viewport to take advantage of linear interpolation to get a free lunch. At 4K the effects of gaussian blur in its separated form are both heavy, and hardly visible. So I hope to solve this new issue.


Left is HDR, right is bloom with 10 separated gaussian blur passes. So 5 total passes.


 
 
 

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