| Graphics: Special Effects - Post Process  
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Post-Processing Effects on Mobile Devices | 
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Efficient Post-processing with Importance Sampling | 
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Motion Blur as a Post-Processing Effect | 
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Practical Post-Process Depth of Field | 
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Motion Blurring Environment Maps | 
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Simulating the Visual Effects of a Video Recording System | 
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Post-Processing Effects Scripting | 
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Volumetric Post-Processing | 
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Ruby: Dangerous Curves - Effects Breakdown: How'd they do that? | 
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Depth of Field: A Survey of Techniques | 
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Fast Filter Width Estimates with Texture Maps | 
 |  |  | Florian Kainz, Rod Bogart, and Drew Hess (Industrial Light & Magic) GPU Gems, 2004.
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A Framework for Image Processing | 
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A Steerable Streak Filter | 
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Improved Depth-of-Field Rendering | 
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Lighting Precomputation Using the Relighting Map | 
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Shaderey-NPR Style Rendering | 
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Simulating Blending Operations on Floating Point Render Targets | 
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Advanced Image Processing with DirectX 9 Pixel Shaders | 
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Night Vision - Frame Buffer Post-Processing with ps_1_1 Hardware | 
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Non-Photorealistic Postprocessing Filters in MotoGP 2 | 
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Image Effects with DirectX 9 Pixel Shaders | 
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Real-Time Depth of Field Simulation | 
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Post-Process Fun with Effects Buffers | 
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Image Processing with Pixel Shaders in Direct3D | 
  
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