YEBIS Optic Based Post-Processing


A Proprietary Processing Algorithm Balancing Quality and Performance

Scalable design ensures that even if speed is a priority, high quality performance can be achieved, and even if high quality is a priority, speed can be achieved.

Proprietary technology for coexistence of quality and performance

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Blur (Small)
Blur (Large)

Gaussian Blur

Post-effects take an image processing approach to creating visual effects based on the originally rendered graphics frame.

YEBIS comes with a variety of post-effects, but most of them are processing concepts based on the idea that a pixel’s information will affect the surrounding area. For example, the God Ray effect introduced in a separate area (URL) has the effect of causing high luminosity areas in the image to be pulled and lengthened over a wide field. So, for example, a single pixel in the high luminosity area might spread out into thousands or tens of thousands of pixels. Conceptually, the information from one pixel has been written into tens of thousands of other areas. To do this properly it would create an enormous processing load.

In order to achieve a high quality effect, it is important to not just have the information from one pixel affect in a wide area, but to also maintain the sharpness in the center, where the effect originates. To put it simply, unless there is continuity between the center of the effect and the distant area, it will look artificial.

This is where the concept of the reduction buffer can be effective. Reduction buffers work by processing low resolution areas that can be handled with light processing, enlarging the results to the resolution of the rendering results and then alpha blending combines them together.

However, if the reduction buffer technique simply enlarged low-resolution images and created a composite, it would result in the creation of many jagged edges. The post-effects in YEBIS leave almost no such artifacts since the reduction buffer method converts the effects to an intermediate resolution, puts a blur on them, and then enlarges them. This has the effect of cancelling out the jagged edges. This technique ensures a very high quality of Glare and Depth of Field in YEBIS.

Furthermore, in YEBIS, post-effects such as the Gaussian Blur, in which the entire image is affected, work based on a technique created by improving the reduction buffer concept in which the targeted image is extracted into multiple low-resolution buffers and then expanded and synthesized with a bilinear filter.

In such post-effects, smoothly changing the filter diameter results in momentary changes in appearance (the ‘popping phenomena’) when the low-resolution buffer for the processing target switches over.

This type of artifact does not occur with YEBIS.

Since YEBIS uses a technique where the results are interpolated into the final output after processing effects with two different MIPMAP-like low resolution buffers, such artifacts do not occur.

This was touched on in the YEBIS summary. This reduction buffer technology was originally an algorithm proposed by the YEBIS R&D leader Masaki Kawase, and was the result of many years of accumulated research and development. Thanks to this series of technological innovations, YEBIS is able to create the highest quality effects with an extremely light processing load.

To put it simply, it has resulted in coexistence of high quality visuals and performance.

From portable to high-end machines and to the next generation

This coexistence of high quality and performance in post-effect graphics processing systems is valued very highly by game graphics designers.

Generally speaking, the issue of how many milliseconds can be applied to what kind of processing is a vital question for game graphics designers, however since the main rendering is of high priority, post-effects tend to be treated in terms of keeping the milliseconds within a certain range.

This is an extremely difficult condition to meet, but in the case of YEBIS, which is able to create much improved post-effects with an accurately predictable processing load, visuals can be created and applied that are of far higher quality than that seen in standard post-effects.

The coexistence of quality and performance is all about taking the same effects, and while working within the given parameters, lightening the performance load and delivering the greatest possible quality. This is an effective way to provide nearly the same level of quality across platforms with differing capabilities. This is equally true in cases when converting games from a portable system with limited capabilities to a high-end machine.

In another area (URL), we talked about how an extremely wide range of settings can be selected for the parameters in YEBIS, thus allowing a great variety of post-effects.

Depending on how these parameters are set, it is possible to create post-effects that are so rich that they cannot be used in real-time with the processing power available today. Even if this is not currently possible, it is quite possible that, with advances in hardware, it will be possible in the near future.

Free Trial Version
Download the YEBIS Free Trial Version

The only currently downloadable platform is for Windows PC.

System Requirements

OS Windows 7 or later
Compiler Microsoft Visual Studio 2010
Compatible with DX SDK Since June 2010
Compatible hardware DirectX 10 or later

Update Notes

May 29, 2015
- “Natural Bone” : The effect parameters tweaking demo added.
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