Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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arundel
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| Joined: 21 Apr 2008 |
| Total Posts: 5762 |
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| 20 Sep 2011 03:14 PM |
| For example, find pixels that are brighter than r,g,b=200, then find the outer edges of them, loop through those edges (if you have 100x100 pixels for example, an edge = 100 pixels) and make the pixels around it brighter depending on a certain radius how far away it can be. |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 21 Sep 2011 05:32 PM |
| Yeah, effectively bloom is basically a blurring of the different bright light sources. I would recommend doing this as a post-processing step over your current rendering of the scene in 2D space (since it's a camera lens artifact you're trying to reproduce). Generally, this is easiest to implement in a shader. So you could do something like have the image you're about to display to the screen, then identify the bright light sources (or wherever you want the bleeding effect), and use a simple gaussian convolution (for which there are some very fast approximations) to add extra blurryness. This new blurry-light-picture you can then apply like a texture. |
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mew903
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| Joined: 03 Aug 2008 |
| Total Posts: 22071 |
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| 21 Sep 2011 05:35 PM |
| thnx fr tha grammar hotsauce |
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