Skip to content
jarllarsson edited this page Jan 19, 2013 · 5 revisions

Color grading:

http://udn.epicgames.com/Three/ColorGrading.html

http://http.developer.nvidia.com/GPUGems/gpugems_ch22.html

cg


Chromatic Aberration:

http://color-department.blogspot.se/2007/10/mialensbokeh-shader.html

http://color-department.blogspot.se/2008/08/chromatic-aberration-part-ii.html

http://blog.jahfer.com/2012/04/02/experimenting-shaders-openframeworks/

ca


Bokeh:

http://mynameismjp.wordpress.com/2011/02/28/bokeh/

http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)

bokeh


Approximating Dynamic Global Illumination in Image Space (SSDO):

http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf

ssdo


Bent Normals and Cones in Screen-space:

http://www.mpi-inf.mpg.de/~oklehm/publications/2011/vmv/SS_Bent_Cones_Klehm11.pdf

ao


Cascaded Light Propagation Volumes for Real-Time Indirect Illumination:

http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf


Secrets of CryENGINE 3 Graphics Technology:

http://www.klayge.org/material/4_1/SSR/S2011_SecretsCryENGINE3Tech_0.pdf


Deferred Screen Space Directional Occlusion:

http://kayru.org/articles/dssdo/


Intel Deferred Rendering for Current and Future Rendering Pipelines:

http://visual-computing.intel-research.net/art/publications/deferred_rendering/


Frostbite 2 deferred shading:

http://www.google.se/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CDIQFjAA&url=http%3A%2F%2Fs09.idav.ucdavis.edu%2Ftalks%2F04-JAndersson-ParallelFrostbite-Siggraph09.pdf&ei=ohL1UNyfIYqD4ASX8YGACw&usg=AFQjCNHLiwMM-sBsa8TIQ9weHp44t8Br-g&bvm=bv.41018144,d.bGE&cad=rja


Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09):

http://www.slideshare.net/repii/02-g-d-c09-shadow-and-decals-frostbite-final3flat

Clone this wiki locally