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WIP: HDR Rendering – Gaussian Filter using Compute Shader

Gaussian Blur Filter is one of the most used effect in graphics programming. It helps to achieve many other effects like Bloom, DOF, etc.

I coded a version of it using pixel shaders in my naive pixel shader based HDR Renderer earlier. Even though it served the purpose it was very limited in terms of performance and hence quality since we can’t increase radius beyond some levels for real-time rendering.

Then I posted about first compute shader based implementation here which based on Frank Luna’s algorithm but even that was limiting in the fact that we can’t go beyond some blur radius (depends on GPU) for performance reasons.

Here’s a screenshot (800 x 600)-

chEngineCSGuassBlur_old_img1 (2)

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