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#bloom#post-processing#computeshaders

Bloom.

The Cherno

762K subscribers • 7 videos on Hallway

YouTube

Intermediate. Assumes working knowledge.

127K views5 years ago3 recommendations

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAGame programming

The Cherno explains the theory and implementation of bloom post-processing, focusing on modern downsampling and upsampling techniques.

Become smarter in 5 minutes by signing up for free today: cen.yt/mbthecherno - Thanks to Morning Brew for sponsoring today’s video! ❤️ Patreon ► patreon.com/thecherno Instagram ► instagram.com/thecherno Twitter ► twitter.com/thecherno Discord ► discord.gg/thecherno Thumbnail was rendered in Hazel. SOURCES: 📈 An example of CRT bloom (this video shows two types of bloom!): youtu.be/wgHQVowZBm4 📈 Learn OpenGL Bloom tutorial: learnopengl.com/Advanced-Lighting/Bloom 📈 Sascha Willems Vulkan examples: github.com/SaschaWillems/Vulkan 📈 Next Generation Post Processing In Call of Duty: Advanced Warfare: iryoku.com/next-generation-post-processing-in-call-of-duty-a… 📈 Unity's bloom shader: github.com/Unity-Technologies/Graphics/blob/master/com.unity… TIMESTAMPS: - What is bloom? - Creating bloom in Photoshop - Bloom tutorials - How bloom works in Unity - Bloom in Call of Duty: Advanced Warfare - Bloom in Hazel This video is sponsored by Morning Brew. #Hazel

Why it's here

3 people recommend this

What people say. Highly recommended for understanding modern bloom implementation and post-processing pipelines.

u/kocsis1davidin r/GraphicsProgramming • Recommends

On “Are there any resources on Post processing effects like Bloom HDR rendering tone mapping etc..”

There are some effects implemented here:https://github.com/pissang/claygl-advanced-renderer But unfortunately you have to piece together information from multiple places. There is also a nice video about bloom:[video

u/SolarisBravoin r/GraphicsProgramming • Recommends

On “Are there any resources on Post processing effects like Bloom HDR rendering tone mapping etc..”

In that case, I'd give this a watch

u/GabaLabain r/GraphicsProgramming • Recommends

On “First graphics project in vulkan”

Great work!! Definitely play around with the lighting, and I think this could benefit from a directional light. Also it looks like you're using a pretty basic bloom implementation. I'm sure you know who "TheCherno" is - I would recommend checking out his explanation on how Bloom is rendered in modern engines. [video This video is a pretty sweet follow-up to the last one: [video Cheers!

u/tadeohin r/gameenginedevs • Mentions

Bloom Compute Shader examples? Hey fellow devs, I recently came across this video by Cherno in which he explains roughly how bloom is implemented in Unity and his game engine. What I struggle to understand is the temporal ordering of what gets executed when it his compute shader and what textures need to be allocated upfront. Is it correct to assume, that each down sampling and upsampling would be a separate compute shader dispatch that have to happen in sequence? Has anyone some advice or examples for shader code for a bloom compute shader? I am trying to do my own in Rust + WGSL at the moment.