2026-09-02 –, Conference Management Room1
This talk presents the implementation of Object-Selective Post Effects (Outline/Bloom) in a GIS-oriented rendering system. It explains how selective effects were achieved through object identification, mask generation, and render pass composition, while addressing GIS-specific constraints such as rendering order and mesh structures.
This session introduces the implementation of Object-Selective Post Effects that apply Outline and Bloom to dynamically generated and managed objects in a 3D map rendering system, from a graphics engineer’s perspective.
While implementing selective effects, several commonly used techniques in conventional rendering pipelines could not be directly applied. For example:
- Override materials apply to the entire scene and therefore cannot selectively render specific objects. In addition, they break when meshes rely on custom vertex attributes.
- Unlike screen-space post effects, Object-Selective Post Effects depend on the rendering order and occlusion relationships within the 3D scene, which introduces design constraints on where effect passes can be inserted and how rendering layers should be structured.
The session walks through the development process, starting with understanding the existing rendering pipeline, identifying potential extension points, and designing an implementation strategy.
The talk also discusses how the final solution balances visual quality, compatibility with the existing rendering architecture, and runtime performance.
Although the system is built in a GIS context, the main focus of this session is on practical insights into implementing selective rendering effects and making design decisions in constrained graphics environments.
graphics engineer working on 3D map rendering and visualization for GIS platforms. His interests include rendering pipelines, real-time graphics techniques, and applying visual effects such as post-processing in constrained rendering architectures.