PostProcessing | Post Processing Stack | Learning library

 by   Unity-Technologies C# Version: 2.0.0-b5 License: Non-SPDX

kandi X-RAY | PostProcessing Summary

kandi X-RAY | PostProcessing Summary

PostProcessing is a C# library typically used in Tutorial, Learning, Unity applications. PostProcessing has no bugs, it has no vulnerabilities and it has medium support. However PostProcessing has a Non-SPDX License. You can download it from GitHub.

Post Processing Stack

            kandi-support Support

              PostProcessing has a medium active ecosystem.
              It has 3641 star(s) with 744 fork(s). There are 976 watchers for this library.
              It had no major release in the last 12 months.
              PostProcessing has no issues reported. There are 14 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of PostProcessing is 2.0.0-b5

            kandi-Quality Quality

              PostProcessing has 0 bugs and 0 code smells.

            kandi-Security Security

              PostProcessing has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              PostProcessing code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              PostProcessing has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              PostProcessing releases are available to install and integrate.

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            PostProcessing Key Features

            No Key Features are available at this moment for PostProcessing.

            PostProcessing Examples and Code Snippets

            Visit nodes .
            pythondot img1Lines of Code : 75dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def visit_block(self, nodes, before_visit=None, after_visit=None):
                """A more powerful version of generic_visit for statement blocks.
                An example of a block is the body of an if statement.
                This function allows specifying a postprocessing   
            Post processing .
            pythondot img2Lines of Code : 40dot img2License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def PostProcessing(self):
                """Perform postprocessing at the end of gradients().
                We have created the gradient graph at this point. So this function
                can be used to perform any postprocessing on the gradient graph.
                We currently perform t  

            Community Discussions


            How does the DownScale2x2 BasicPostProcess work in DirectX Tool Kit?
            Asked 2022-Apr-11 at 21:53

            I have a DirectX 12 desktop project on Windows 11 that implements post-processing using a combination of DXTK post-process effects.

            The aim of the post-proc sequence is to end up with individual bloom and blur textures (along with a depth texture rendered in a depth pass) which are sampled in a 'big triangle' pixel shader to achieve a depth of field effect for the final backbuffer screen image.

            The DXTK PostProcesses operate on the full-size (1920x1080) screen texture. Presently this isn't impacting performance (benchmarked at 60fps), but I imagine it could be an issue when I eventually want to support 4K resolutions in future, where full-size image post-processing could be expensive.

            Since the recommended best practice is to operate on a scaled down copy of the source image, I hoped to achieve this by using half-size (i.e. quarter resolution) working textures with the DownScale_2x2 BasicPostProcess option. But after several attempts experimenting with the effect, only the top-left quarter of the original source image is being rendered to the downsized texture... not the full image as expected per the documentation:

            DownScale_2x2: Downscales each 2x2 block of pixels to an average. This is intended to write to a render target that is half the size of the source texture in each dimension.

            Other points of note:

            • scene geometry is first rendered to a _R16G16B16A16_FLOAT MSAA render target and resolved to single-sample 16fp target
            • postprocessing operates on resolved single-sample 16fp target (where only the intermediate 'Pass1' & 'Pass2' working render targets are set to half the backbuffer length & width)
            • final processed image is tonemapped to the _R10G10B10A2_UNORM swapchain backbuffer for presentation.

            The following code snippets show how I'm implementing the DownScale_2x2 shader into my post-process. Hopefully it's enough to resolve the issue and I can update with more info if necessary.

            Resource initialization under CreateDeviceDependentResources():



            Answered 2022-Apr-11 at 21:53

            The PostProcess class uses a 'full-screen quad' rendering model. Since we can rely on Direct3D 10.0 or later class hardware, it makes use of the 'self-generating quad' model to avoid the need for a VB.

            As such, the self-generating quad is going to be positioned wherever you have the viewport set. The scissors settings are also needed since it uses the "big-triangle" optimization to avoid having a diagonal seam across the image IF you have the viewport positioned anywhere except the full render target.

            I have this detail in the Writing custom shaders tutorial, but I forgot to replicate it in the PostProcess docs on the wiki.

            TL;DR: When you go to render to the smaller render target, use:



            Sabre EnhancedAirTicket REST API error: UNABLE TO TICKET - NEED AUTOVALIDATION IN TJR-0031
            Asked 2022-Mar-29 at 23:53

            I'm trying to call an API to get ticket on Sabre. This is the request:



            Answered 2022-Mar-29 at 23:53

            Dat. According to the service response, you may not be able to issue using this PCC, in which case you'll need to activate the AutoVal. The process can be found at under the Format Finder.



            Are there groups of entities in VTK format?
            Asked 2022-Mar-28 at 10:08

            I would like to use paraview for postprocessing of FE models. However, I am missing an essential feature in VKT format, which probably exists, but I don't know its name or how it is implemented in VTK.

            In FE models it is common to group some nodes/elements. Depending on the program these are named differently: Groups, Sets, Selections, ... . Basically they are just an array with the reference numbers for quick selection. For example: A tube could have the selections "inlet", "outlet" and "wall". Is there any possibility to store such a selection in VTK format? The goal would be to be able to apply filters only to this node selection, for example to get results only from certain nodes.

            By the way, I do the export of my calculated data to VTK on my own, because my FE program does not have native support for the VTK format. So I am more interested in the required data structure than in a workflow for program XY.



            Answered 2022-Mar-28 at 10:08

            In VTK, you cannot apply filters only on subset of a data object. What you need is to be able to split your data into several ones for processing.

            I see two ways for that:

            1. create one object per selection and then use a MultiBlockDataSet with one part per block. Then you can use vtkExtractBlock to apply filters on a specific part.
            2. Add a PartId array to your data. Then you can use thresholding to extract the region of interest.

            I advise to use 1. as it has more semantic.



            Spawning Isolates in for loop and processing parallelly in Dart
            Asked 2022-Mar-22 at 04:01
            for(int i=0;i<2;i++){
               ..... = await someFunc(someData[i]) (this line spawns off new Isolate)


            Answered 2022-Mar-22 at 04:01


            Heroku FFMPEG Postprocessing error with yt-dlp DownloadError
            Asked 2022-Feb-14 at 00:57

            I am building a discord music bot that uses FFMPEG to download and play the music. yt-dlp seems to not be able to find the ffmpeg file for some reason although I give it the direct path. It works perfectly fine whe I run it on my cpu, but it doesn't work in heroku.

            Here's the error in heroku:



            Answered 2022-Feb-14 at 00:57


            Executing a method which is named via a config file
            Asked 2022-Jan-21 at 15:01

            In short: I have a method name provided via a JSON configuration file. I'd like to call a method using this provided name. The method (with a matching name) will exist in the backend. What's the best way of going about this?

            I am not quite sure what I should be searching for as an example.

            To detail: I am working with a legacy application, hence the VB.NET. I am building a single PDF file from multiple PDF sources. Most of these are as is, I simply read the configuration and grab the relevant files and the job is done. However some require processing, I'd like the configuration file to pass in a method name to be called that will perform extra processing on the PDF, whatever that may be.

            As there can be a lot of PDF files that can vary, I cannot simply use a property such as "PostProcessing: true".

            Any ideas?



            Answered 2022-Jan-21 at 15:01

            You could use reflection to reflect method names back and check them against the name passed from the property in the config file.

            Like so



            string aggregation in Cypher
            Asked 2022-Jan-18 at 20:10

            I need an equivalent of Postgres string_agg, Oracle listagg or MySQL group_concat in Cypher. My Cypher query is a stored procedure returning stream of strings (in following minimized example replaced by collection unwind). As a result, I want to get single string with concatenation of all strings.




            Answered 2022-Jan-18 at 17:00

            How about using APOC ?



            Open Video Downloader Error: Postprocessing: ffmpeg not found
            Asked 2022-Jan-18 at 11:06

            Error Thrown:



            Answered 2022-Jan-18 at 11:06

            Solution: Use a package manager like Homebrew to install the following in order of appearance below:

            1. YouTube-dl
            2. ffmpeg

            For people that are new to Homebrew, you need to run these commands or your Terminal app:



            Shaders for YouTube videos using Three.js in a userscript
            Asked 2021-Dec-31 at 18:03

            I'd like to apply a shader to videos on YouTube.

            My current attempt is to use Three.js for that, namely to turn this example of applying a shader to a video (code here) into a Tampermonkey userscript to run on

            Are the following @require statements correctly translated from the original import statements? How do I solve the problems eslint: no-undef - 'THREE' is not defined, eslint: no-undef - 'PerspectiveCamera' is not defined (if I delete THREE., assuming that the contents of three.module.js get imported directly), eslint: no-undef - 'RenderPass' is not defined?



            Answered 2021-Dec-31 at 18:02

            eslint: no-undef - 'THREE' is not defined is not necessarily problematic.

            Use normal JavaScript versions of the Three.js scripts instead of module versions:



            OpenGL texture format GL_R11F_G11F_B10F - choosing data type
            Asked 2021-Dec-14 at 16:16

            I would like to use a texture with internal format GL_R11F_G11F_B10F as a framebuffer attachment (postprocessing effects, HDR rendering). I'm not sure which data type I should chosse - glTexImage2D 8th parameter. Here are the possible options:

            • GL_HALF_FLOAT
            • GL_FLOAT
            • GL_UNSIGNED_INT_10F_11F_11F_REV

            Could you please explain based on which criteria should I choose that type ?



            Answered 2021-Dec-14 at 16:16

            The format and type of glTexImage2D instruct OpenGL how to interpret the image that you pass to that function through the data argument. Since you're merely allocating your texture without specifying any image (i.e. set data = NULL) the exact values of format and type do not matter. The only requirement for them is to be compatible with the internalformat, or else glTexImage2D will generate GL_INVALID_OPERATION when validating the arguments.

            However, since you're not specifying an image, it's best to use glTexStorage2D here. This function has simpler semantics and you don't need to specify format, type and data at all.


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install PostProcessing

            You can download it from GitHub.


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