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Graphics Programming: Special Effects - Post Process
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Post-Processing Effects on Mobile Devices |
Efficient Post-processing with Importance Sampling |
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Bal�zs T�th, L�szl� Szirmay-Kalos, and Tam�s Umenhoffer ShaderX7 |
Motion Blur as a Post-Processing Effect |
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Eric Risser (University of Central Florida) GPU Gems 3 |
Practical Post-Process Depth of Field |
Motion Blurring Environment Maps |
Simulating the Visual Effects of a Video Recording System |
Post-Processing Effects Scripting |
Volumetric Post-Processing |
Ruby: Dangerous Curves - Effects Breakdown: How'd they do that? |
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Greg James (NVIDIA) and John O�Rorke (Monolith Productions) GPU Gems |
Depth of Field: A Survey of Techniques |
Fast Filter Width Estimates with Texture Maps |
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Florian Kainz, Rod Bogart, and Drew Hess (Industrial Light & Magic) GPU Gems |
A Framework for Image Processing |
A Steerable Streak Filter |
Improved Depth-of-Field Rendering |
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Thorsten Scheuermann and Natalya Tatarchuk ShaderX3 |
Lighting Precomputation Using the Relighting Map |
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Tien-Tsin Wong, Chi-Sing Leung, and Kwok-Hung Choy ShaderX3 |
Shaderey-NPR Style Rendering |
Simulating Blending Operations on Floating Point Render Targets |
Advanced Image Processing with DirectX 9 Pixel Shaders |
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Jason L. Mitchell, Marwan Y. Ansari and Evan Hart ShaderX2 |
Night Vision - Frame Buffer Post-Processing with ps_1_1 Hardware |
Non-Photorealistic Postprocessing Filters in MotoGP 2 |
Image Effects with DirectX 9 Pixel Shaders |
Real-Time Depth of Field Simulation |
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Guennadi Riguer, Natalya Tatarchuk and John Isidoro ShaderX2 |
Post-Process Fun with Effects Buffers |
Image Processing with Pixel Shaders in Direct3D |
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