DirectX 11 – Image Postprocessing with Direct Compute – Blur and Bloom

Postprocessing implemented in DirectX 11 using Direct Compute.

Full-screen blurring and light bloom effects are implemented. The scene is rendered into texture only one time in a frame then the texture generated is processed by compute shader to create blur and bloom effect.
The blur technique utilized is Gaussian blur.
There is actually only blur technique implemented. Bloom effect is achieved by manipulating weight values in the blur equation while doing Gaussian blur.

Direct Compute and GPGPU are talked about in this post.

Uses fixed-axis rotation.

Program file can be downloaded here.

Requirements: DirectX 11 supported graphics card, Windows 7/8/8.1/10/11, Visual C++ Redistributable Packages for Visual Studio 2013(x86).

Control:
Left-click anywhere in the scene then hold left-click and drag the mouse to rotate the object.

Platform: Windows
Programming Language: C/C++, HLSL

Resources: Fire animation textures(as separate image files, not texture atlas) are from companion DVD of the book 3D Game Programming with DirectX 11 by Frank D. Luna, Mercury Learning.

Texture loading is implemented using DirectX TK library.