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Post Processing Effects


Heat and Haze Post-Processing Effects
Chris Oat and Natalya Tatarchuk (ATI Research, Inc.)
Game Programming Gems 4, 2004.
Abstract: This article focuses on reproducing the visual phenomenon of gaseous convection by approximating an image such that it looks visually convincing. This post-processing effect can be easily included at the end of just about any rendering pipeline, and can significantly enhance the final output by creating stunning visual effects with relatively little effort on the part of the programmer.

Fast Sepia Tone Conversion
Marwan Ansari (ATI Research, Inc.)
Game Programming Gems 4, 2004.
Abstract: Sepia tone is a color space that is used to give images an aged or antique feel. Color conversion from RGB to sepia has usually been performed by mapping an RGB color into a lookup table. Although this technique is simple and effective, we have found a simpler and faster way to perform the same conversion with just a few pixel shader instructions and no table lookup.

Four Tricks for Fast Blurring in Software and Hardware
Alex Evans (Lionhead Studios)
Available Online at Gamasutra, 2001.
Abstract: Computer games and real-time graphics are acquiring a a sharp-edged, polygonal look, imposed largely by technical limitations and occasionally unimaginative programming. One option that is often overlooked is blurring elements of the scene. Depth-of-field and focusing effects can bring certain elements of an image into the foreground, hide unnecessary clutter, and reduce the need to resort to over-used fogging tricks. This article presents a few tricks which can help make real-time blurring possible, and hopefully will provide enough material to inspire you to invent your own hybrid techniques.

 
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