PostProcessing | Post Processing Stack | Learning library
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kandi X-RAY | PostProcessing Summary
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PostProcessing Key Features
PostProcessing Examples and Code Snippets
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
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
Trending Discussions on PostProcessing
QUESTION
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():
...ANSWER
Answered 2022-Apr-11 at 21:53The 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:
QUESTION
I'm trying to call an API to get ticket on Sabre. This is the request:
...ANSWER
Answered 2022-Mar-29 at 23:53Dat. 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 central.sabre.com under the Format Finder.
QUESTION
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.
...ANSWER
Answered 2022-Mar-28 at 10:08In 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:
- 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.
- 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.
QUESTION
for(int i=0;i<2;i++){
..............preprocessing(pr)...........
..... = await someFunc(someData[i]) (this line spawns off new Isolate)
..............postprocessing(po)..........
}
...ANSWER
Answered 2022-Mar-22 at 04:01You could try using Future.wait
instead (https://api.dart.dev/stable/2.16.1/dart-async/Future/wait.html).
QUESTION
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:
...ANSWER
Answered 2022-Feb-14 at 00:57You can't do this:
QUESTION
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?
...ANSWER
Answered 2022-Jan-21 at 15:01You could use reflection to reflect method names back and check them against the name passed from the property in the config file.
Like so
QUESTION
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.
Example:
...ANSWER
Answered 2022-Jan-18 at 17:00How about using APOC ?
QUESTION
Error Thrown:
...ANSWER
Answered 2022-Jan-18 at 11:06Solution: Use a package manager like Homebrew to install the following in order of appearance below:
For people that are new to Homebrew, you need to run these commands or your Terminal app:
QUESTION
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 youtube.com.
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
?
ANSWER
Answered 2021-Dec-31 at 18:02eslint: no-undef - 'THREE' is not defined
is not necessarily problematic.
Use normal JavaScript versions of the Three.js scripts instead of module versions:
QUESTION
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 ?
...ANSWER
Answered 2021-Dec-14 at 16:16The 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.
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