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2004

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Graphics: Special Effects - Post Process


Post-Processing Effects on Mobile Devices

Marco Weber and Peter Quayle
GPU Pro 2, 2011.

Efficient Post-processing with Importance Sampling

Bal�zs T�th, L�szl?Szirmay-Kalos, and Tam�s Umenhoffer
ShaderX7, 2009.

Motion Blur as a Post-Processing Effect

Gilberto Rosado (Rainbow Studios)
GPU Gems 3, 2007.

True Impostors

Eric Risser (University of Central Florida)
GPU Gems 3, 2007.

Practical Post-Process Depth of Field

Earl Hammon, Jr. (Infinity Ward)
GPU Gems 3, 2007.

Motion Blurring Environment Maps

Jason Mitchell
ShaderX4, 2006.

Simulating the Visual Effects of a Video Recording System

Joachim Diepstraten
ShaderX4, 2006.

Post-Processing Effects Scripting

Gilberto Rosado
ShaderX4, 2006.

Volumetric Post-Processing

Dominic Filion (Artificial Mind & Movement), Syvain Boisse (Motorola)
Game Programming Gems 5, 2005.

Ruby: Dangerous Curves - Effects Breakdown: How'd they do that?

Dan Ginsburg (ATI Research)
ATI Technology Papers & Presentations (GDC 2005).

Real-Time Glow

Greg James (NVIDIA) and John O�Rorke (Monolith Productions)
GPU Gems, 2004.

Depth of Field: A Survey of Techniques

Joe Demers (NVIDIA)
GPU Gems, 2004.

High-Quality Filtering

Kevin Bjorke (NVIDIA)
GPU Gems, 2004.

Fast Filter Width Estimates with Texture Maps

Matt Pharr (NVIDIA)
GPU Gems, 2004.

The OpenEXR File Format

Florian Kainz, Rod Bogart, and Drew Hess (Industrial Light & Magic)
GPU Gems, 2004.

A Framework for Image Processing

Frank Jargstorff (NVIDIA)
GPU Gems, 2004.

Advanced Depth of Field

Thorsten Scheuermann (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

A Steerable Streak Filter

Chris Oat
ShaderX3, 2004.

Adaptive Glare

Tiago Sousa
ShaderX3, 2004.

Color Grading

Ronny Burkersroda
ShaderX3, 2004.

Improved Depth-of-Field Rendering

Thorsten Scheuermann and Natalya Tatarchuk
ShaderX3, 2004.

Lighting Precomputation Using the Relighting Map

Tien-Tsin Wong, Chi-Sing Leung, and Kwok-Hung Choy
ShaderX3, 2004.

Shaderey-NPR Style Rendering

Aras Pranckevicius
ShaderX3, 2004.

Simulating Blending Operations on Floating Point Render Targets

Francesco Carucci
ShaderX2, 2003.

Advanced Image Processing with DirectX 9 Pixel Shaders

Jason L. Mitchell, Marwan Y. Ansari and Evan Hart
ShaderX2, 2003.

Night Vision - Frame Buffer Post-Processing with ps_1_1 Hardware

Guillaume Werle
ShaderX2, 2003.

Non-Photorealistic Postprocessing Filters in MotoGP 2

Shawn Hargreaves
ShaderX2, 2003.

Image Effects with DirectX 9 Pixel Shaders

Marwan Y. Ansari
ShaderX2, 2003.

Real-Time Depth of Field Simulation

Guennadi Riguer, Natalya Tatarchuk and John Isidoro
ShaderX2, 2003.

Post-Process Fun with Effects Buffers

Tom Forsyth
ShaderX2, 2003.

Image Processing with Pixel Shaders in Direct3D

Jason L. Mitchell
ShaderX, 2002.

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