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Screen Space Rendering Details

pjcozzi edited this page Aug 14, 2012 · 21 revisions

Design and implementation ideas for our screen-space rendering algorithms.

Color Buffer only

  • Night vision. (simple algorithm. Game Engine Gems 2, Chapter 3).
  • Luminance (Graphics Shaders, Page 203. Orange Book, Page 534)
  • Brightness (Graphics Shaders, Page 233. Orange Book, Page 537)
  • Contrast (Graphics Shaders, Page 234. Orange Book, Page 538)
  • Hue Shifting (Graphics Shaders, Page 207)
  • Edge Detection (Graphics Shaders, Page 220. Orange Book, Page 552)
  • Toon Shading (Graphics Shaders, Page 223)
  • Gaussian Blur (RTR, Page 468. Graphics Shaders, Page 210. Orange Book, Page 549)
  • Bloom (GPU Pro, Page 551. GPU Pro 2, Page 296. RTR Page 482. Tutorial)
  • Glare (Programming Vertex Geometry and Pixel Shaders, Page 399)
  • Watercolor (GPU Pro, Page 557)
  • 8-Bit (GPU Pro, Page 557)
  • Kuwahara filter (GPU Pro, Page 247)
  • Gamma Correction (RTR, Page 141)

Depth Buffer

  • Depth of Field (Programming Vertex Geometry and Pixel Shaders, Page 406. GPU Gems, Chapter 23. RTR, Page 486. GPU Pro, Page 315. )
  • SSAO (RTR, Page 382. Programming Vertex Geometry and Pixel Shaders, Page 79. GPU Pro, Page 215. GPU Pro 2, Page 123)
  • Fog (RTR, Page 496)

Later

  • Motion blur using a velocity buffer (RTR, Page 490. Programming Vertex Geometry and Pixel Shaders, Page 410).

Water