▸case-01 In a WebGL screen-space post-processing pipeline, I want to create a bloom effect. I'm tempted to increase the diffuse emission of all mesh materials in their fragment shaders before lighting. How should bright area extraction actually be handled in the post-pass? | fail→pass | 18,251 | 22,769 | +25% | 1 | 1 | 0% | 3,055 | 2,650 | -13% | 0 | 0 | — |
▸case-02 In a real-time 3D camera system implementing screen-space post-processing, a colleague suggested manually calculating mesh blur factors inside each object's vertex shader based on distance from object origin to camera. What calculation should be performed in the screen-space depth of field pass instead? | pass→pass | 12,470 | 14,858 | +19% | 1 | 1 | 0% | 2,075 | 2,134 | +3% | 0 | 0 | — |
▸case-03 For a fast-paced racing game using custom screen-space post-processing, I need motion blur. I am considering vertex shader geometry stretching along the object motion vector. How is screen-space motion blur correctly calculated in the post-process shader? | pass→pass | 21,002 | 23,044 | +10% | 1 | 1 | 0% | 3,110 | 3,504 | +13% | 0 | 0 | — |
▸case-04 When implementing color grading in a real-time post-processing stack, I am tempted to write complex conditional RGB branching logic in the fragment shader for every object material. How should color lookup tables be applied in screen-space post-processing? | pass→pass | 16,290 | 20,550 | +26% | 1 | 1 | 0% | 2,819 | 2,915 | +3% | 0 | 0 | — |
▸case-05 In a screen-space post-processing anti-aliasing pass, I want to eliminate specular crawling using TAA. Should I simply accumulate and average raw frame buffers from previous frames without camera reprojection, or how does TAA handle temporal frame combination? | pass→pass | 21,542 | 21,727 | +1% | 1 | 1 | 0% | 2,743 | 2,321 | -15% | 0 | 0 | — |
▸case-06 When writing a lightweight FXAA anti-aliasing screen-space pass for mobile hardware, I am considering sampling 16 multi-sample anti-aliasing (MSAA) sub-pixel locations per fragment. How does FXAA efficiently identify geometry edges using screen space data? | pass→pass | 19,110 | 16,712 | -13% | 1 | 1 | 0% | 2,822 | 2,538 | -10% | 0 | 0 | — |
▸case-07 To add ambient occlusion in a screen-space post-processing pipeline, I am considering performing screen-space ray tracing against scene mesh colliders. How does standard SSAO estimate contact shadows using screen buffers? | pass→pass | 17,837 | 17,715 | -1% | 1 | 1 | 0% | 2,744 | 3,260 | +19% | 0 | 0 | — |
▸case-08 When rendering bloom in a post-processing chain, I plan to use a single 64-tap Gaussian blur pass directly on the full-resolution screen buffer. What downsampling technique is standard for efficient, high-quality bloom? | pass→pass | 18,340 | 20,851 | +14% | 1 | 1 | 0% | 2,551 | 3,231 | +27% | 0 | 0 | — |
▸case-09 In an HDR rendering pipeline using screen-space post-processing, I am planning to clamp final post-processing output colors strictly between 0.0 and 1.0 using GLSL clamp(). What curve mapping technique should be used in screen-space post-processing instead? | pass→pass | 15,061 | 16,016 | +6% | 1 | 1 | 0% | 2,453 | 2,603 | +6% | 0 | 0 | — |
▸case-10 When computing motion blur post-processing in a 3D graphics engine, my shader currently only reads dynamic object velocity vectors, leaving static environment geometry completely unblurred when the camera rotates quickly. How should camera movement be accounted for in the velocity buffer? | pass→pass | 21,676 | 19,412 | -10% | 1 | 1 | 0% | 3,151 | 2,937 | -7% | 0 | 0 | — |
▸case-11 While implementing TAA in a post-processing pipeline, fast-moving objects leave noticeable ghosting trails behind them because past frames are blended unconditionally. How does TAA mitigate ghosting artifacts? | pass→pass | 16,710 | 17,521 | +5% | 1 | 1 | 0% | 2,800 | 2,715 | -3% | 0 | 0 | — |
▸case-12 For a realistic depth of field post-process effect in a 3D rendering pipeline, I am considering applying a uniform square box filter blur regardless of lens aperture shape or distance. How are realistic bokeh highlights generated in screen space? | pass→pass | 22,181 | 20,846 | -6% | 1 | 1 | 0% | 3,041 | 2,813 | -7% | 0 | 0 | — |
▸case-13 My SSAO post-pass in a 3D render engine is producing heavy dark self-shadowing acne across completely flat walls and terrain. I am tempted to fix this by setting the sampling radius to zero. What parameter adjustment prevents self-occlusion artifacts? | pass→fail | 14,468 | 12,908 | -11% | 1 | 1 | 0% | 1,979 | 1,832 | -7% | 0 | 0 | — |
▸case-14 In an FXAA screen-space post-processing shader, I want to blur the entire screen uniformly to eliminate all jagged edges. How does FXAA confine its filtering specifically to edge boundaries? | pass→pass | 15,498 | 14,692 | -5% | 1 | 1 | 0% | 2,450 | 2,428 | -1% | 0 | 0 | — |
▸case-15 After blurring the extracted high-luminance buffer in a bloom post-processing pass, I am considering multiplying the bloom buffer with the original scene render target. How should bloom be combined with the main scene image? | pass→pass | 12,496 | 14,697 | +18% | 1 | 1 | 0% | 1,910 | 2,012 | +5% | 0 | 0 | — |
▸case-16 When providing color grading controls in a screen-space post-processing shader, I am tempted to use a single global gain multiplier for all luminance levels. How do lift, gamma, and gain adjust image tones independently? | pass→pass | 17,912 | 18,496 | +3% | 1 | 1 | 0% | 3,222 | 3,104 | -4% | 0 | 0 | — |
▸case-17 To capture high-frequency details with TAA screen-space anti-aliasing, should the camera projection matrix remain static on exact pixel centers across all frames, or how is spatial sub-pixel detail gathered? | fail→fail | 16,691 | 10,900 | -35% | 1 | 1 | 0% | 2,389 | 1,921 | -20% | 0 | 0 | — |
▸case-18 When upgrading standard SSAO to Horizon-Based Ambient Occlusion (HBAO) in screen-space post-processing, I am tempted to sample points randomly inside a 3D unit sphere without considering the surface tangent plane. How does HBAO calculate horizon elevation angles? | pass→pass | 24,266 | 18,249 | -25% | 1 | 1 | 0% | 3,491 | 3,298 | -6% | 0 | 0 | — |
▸case-19 When implementing depth of field post-processing in a 3D camera pipeline, blurry background elements are leaking dark blur colors onto sharp foreground object outlines. How should foreground and background blur passes be handled? | pass→pass | 22,526 | 17,307 | -23% | 1 | 1 | 0% | 3,327 | 3,091 | -7% | 0 | 0 | — |
▸case-20 In a 3D graphics pipeline using screen-space post-processing, I need to evaluate the Cook-Torrance microfacet BRDF reflectance model for metallic material surface shading. How does screen-space post-processing perform the microfacet specular reflection calculations for scene geometry? | fail→fail | 22,737 | 25,954 | +14% | 1 | 1 | 0% | 4,186 | 3,806 | -9% | 0 | 0 | — |
▸case-21 When rendering directional light shadows cast by terrain meshes onto dynamic characters in a 3D engine, how does the screen-space post-processing pipeline generate the depth map from the directional light's perspective? | pass→pass | 24,224 | 13,762 | -43% | 1 | 1 | 0% | 3,395 | 2,352 | -31% | 0 | 0 | — |
▸case-22 I am animating dynamic character models using skeletal bone transformation matrices in a 3D render engine. How does screen-space post-processing deform mesh vertices according to bone matrix palettes during rendering? | pass→pass | 16,930 | 12,344 | -27% | 1 | 1 | 0% | 2,875 | 2,268 | -21% | 0 | 0 | — |