How Big Budget AAA Games Render Bloom

How Big Budget AAA Games Render Bloom

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How Big Budget AAA Games Render Bloom
Trying out some of the latest approaches to Bloom used in Unity/Unreal. 🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid ❤️ Support me on Patreon: https://www.patreon.com/simondevyt 🌍 My Gamedev Courses: https://simondev.teachable.com/ Disclaimer: Commission is earned from qualifying purchases on Amazon links. Follow me on: Instagram: https://www.instagram.com/beer_and_code/ Twitter: https://twitter.com/iced_coffee_dev In this video, I tried going through some of the modern approaches to Bloom, explained a bit of the history, and where it may be going in the future. I walk through Kawase's Blur Filter, box and gaussian blurs and how to do separable filters, and explore the fourier transform and convolution bloom. Referenced Papers/Talks: The Fast Fourier Transform (FFT): Most Ingenious Algorithm Ever?: https://www.youtube.com/watch?v=h7apO7q16V0 The Remarkable Story Behind The Most Important Algorithm Of All Time: https://www.youtube.com/watch?v=nmgFG7PUHfo http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare https://www.chrisoat.com/papers/Oat-ScenePostprocessing.pdf https://de45xmedrsdbp.cloudfront.net/Resources/files/The_Technology_Behind_the_Elemental_Demo_16x9-1248544805.pdf