# Video post-processing

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Image processing methods

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The term **post-processing** (or **postproc** for short) is used in the video and film industry for quality-improvement [image processing](/source/Image_processing) (specifically [digital image processing](/source/Digital_image_processing)) methods used in video playback devices, such as stand-alone [DVD-Video](/source/DVD-Video) players; video playing software; and [transcoding](/source/Transcoding) software. It is also commonly used in real-time [3D rendering](/source/3D_rendering) (such as in [video games](/source/Video_game)) to add additional effects.

## Uses in video production

Video post-processing is the process of changing the perceived quality of a video on playback (done after the decoding process). [Image scaling](/source/Image_scaling) routines such as [linear interpolation](/source/Linear_interpolation), [bilinear interpolation](/source/Bilinear_interpolation), or [cubic interpolation](/source/Cubic_interpolation) can for example be performed when increasing the size of images; this involves either [subsampling](/source/Downsampling) (reducing or shrinking an image) or [zooming](/source/Digital_zoom) (enlarging an image). This helps reduce or hide image artifacts and flaws in the original film material. Post-processing always involves a trade-off between speed, smoothness and sharpness.

- [Image scaling](/source/Image_scaling) and [multivariate interpolation](/source/Multivariate_interpolation): - [Nearest-neighbor interpolation](/source/Nearest-neighbor_interpolation) - [linear interpolation](/source/Linear_interpolation) - [bilinear interpolation](/source/Bilinear_interpolation) - [cubic interpolation](/source/Cubic_interpolation) - [bicubic interpolation](/source/Bicubic_interpolation) - [Bézier surface](/source/B%C3%A9zier_surface) - [Lanczos resampling](/source/Lanczos_resampling) - [trilinear interpolation](/source/Trilinear_interpolation) - [Tricubic interpolation](/source/Tricubic_interpolation)

- SPP (Statistical-Post-Processing)

- [Deblocking](/source/Deblocking_filter_(video))

- Deringing

- Sharpen / Unsharpen (often referred to as "soften")

- Requantization

- Luminance alterations

- Blurring / [denoising](/source/Video_denoising)

- [Deinterlacing](/source/Deinterlacing) - weave deinterlace method - bob deinterlace method - linear deinterlace method - yadif deinterlace method

- [Deflicking](/source/Deflicking)

- 2:3 pull-down / [ivtc](/source/Ivtc) ([inverse telecine](/source/Inverse_telecine)) for conversion from 24 frames/s and 23.976 frames/s to 30 frames/s and 29.97 frames/s

- 3:2 pull-up ([telecine](/source/Telecine) conversion) for conversion from 30 frames/s and 29.97 frames/s to 24 frames/s and 23.976 frames/s

## Uses in 3D rendering

Additionally, post-processing is commonly used in [3D rendering](/source/3D_rendering), especially for video games. Instead of rendering 3D objects directly to the display, the scene is first rendered to a buffer in the memory of the [video card](/source/Video_card). [Pixel shaders](/source/Pixel_shaders) and optionally [vertex shaders](/source/Vertex_shaders) are then used to apply post-processing filters to the image buffer before displaying it to the screen. Some post-processing effects also require multiple-passes, gamma inputs, vertex manipulation, and [depth buffer](/source/Depth_buffer) access. Post-processing allows effects to be used that require awareness of the entire image (since normally each 3D object is rendered in isolation). Such effects include:

- [Ambient occlusion](/source/Ambient_occlusion) (HBAO, [Screen space ambient occlusion](/source/Screen_space_ambient_occlusion) (SSAO, reflections), etc.

- [Anaglyph](/source/Anaglyph_3D)

- [Anti-aliasing](/source/Anti-aliasing) ([FXAA](/source/Fast_approximate_anti-aliasing), AGAA,[1] [SMAA](/source/Morphological_antialiasing), [MLAA](/source/MLAA), and custom anti-aliasing methods—not sample-size AA like MSAA and SSAA)

- [Bloom](/source/Bloom_(shader_effect))

- Blur ([depth of field](/source/Depth_of_field), [motion blur](/source/Motion_blur), smart)

- Bloodlust effect (red vignetting with particles, etc.)

- [Bokeh](/source/Bokeh)

- [Bump mapping](/source/Bump_mapping)

- [Cel shading](/source/Cel_shading)

- [Chromatic aberration](/source/Chromatic_aberration)

- [Color correction](/source/Color_correction)

- [Color grading](/source/Color_grading)

- [Contrast](/source/Contrast_(vision)) adjustment - Dynamic contrast

- [Crepuscular rays](/source/Crepuscular_rays)

- Digital camera light compensation

- [Dithering](/source/Dithering) (including subpixel)

- Eye adaptation

- [Film grain](/source/Film_grain)

- Filmic scene tone mapping

- [Fog](/source/Fog)/[mist](/source/Mist)

- [Gamma correction](/source/Gamma_correction)

- [Global illumination](/source/Global_illumination)

- Glow

- [Grayscale](/source/Grayscale)

- Haze (depth, [heat](/source/Heat_haze))

- [High-dynamic-range rendering](/source/High-dynamic-range_rendering)

- [Image distortion](/source/Image_distortion)

- [Infrared](/source/Infrared)

- [Lens flare](/source/Lens_flare) (cubic lens distortion flare,[2] pseudo lens flare[3])

- [Light scattering](/source/Light_scattering)

- [Nightvision](/source/Nightvision)

- [Outlines](/source/Outline_drawing)

- [Particle effects](/source/Particle_effects)

- Pixel vibrance

- [Point-light](/source/Point_source#Light) [attenuation](/source/Attenuation)

- [Posterization](/source/Posterization) and deposterization

- [Scanline](/source/Scanline)

- Screen borders

- Screen rotation

- [Shading](/source/Shading) (ink, paint, sketch)

- [Shadow mapping](/source/Shadow_mapping)

- [Sepia tone](/source/Sepia_tone)

- [Sharpen/unsharpen](/source/Image_sharpening) (texture unsharp mask, LumaSharpen, sharpen, sharpen complex 1/2, adaptive-sharpen)

- [Sobel operator](/source/Sobel_operator)

- [Split screen](/source/Split_screen_(computer_graphics))

- [Upscaling](/source/Video_scaler) (i.e. xBR, Super xBR, SuperRes)

- [Texture filtering](/source/Texture_filtering) (point, linear, bilinear, trilinear, anisotropic, and custom algorithms)

- [Vignette](/source/Vignetting)

## See also

- [Post-production](/source/Post-production)

- [Pixel-art scaling algorithms](/source/Pixel-art_scaling_algorithms)

## References

1. **[^](#cite_ref-1)** ["Aggregate G-Buffer Anti-Aliasing"](https://web.archive.org/web/20160427141630/http://graphics.cs.williams.edu/papers/AggregateI3D15/). Archived from [the original](http://graphics.cs.williams.edu/papers/AggregateI3D15/) on 2016-04-27. Retrieved 2016-01-16.

1. **[^](#cite_ref-2)** ["//game dev log of martins upitis: GLSL Cubic Lens Distortion"](http://devlog-martinsh.blogspot.com/2011/10/glsl-cubic-lens-distortion.html). October 13, 2011. {{[cite web](https://en.wikipedia.org/wiki/Template:Cite_web)}}: External link in |title= ([help](https://en.wikipedia.org/wiki/Help:CS1_errors#param_has_ext_link))

1. **[^](#cite_ref-3)** ["john-chapman-graphics: Pseudo Lens Flare"](http://john-chapman-graphics.blogspot.com/2013/02/pseudo-lens-flare.html). February 22, 2013.

## External links

- [Videotranscoding Wiki](https://web.archive.org/web/20080915200703/http://videotranscoding.wikispaces.com/) -(documentation on server-side usage of MPlayer for transcoding)

v t e Video processing Post-processing Deblocking Resizing Comparison Deinterlacing Denoising Deflickering Special processing Film colorization (tinting) Color grading Film look Super-resolution imaging Video matting Uncompressed Pixel art scaling Telecine

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Adapted from the Wikipedia article [Video post-processing](https://en.wikipedia.org/wiki/Video_post-processing) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Video_post-processing?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
