From 31a3796d0177988e8628366490cf66c2d76eab30 Mon Sep 17 00:00:00 2001 From: Jinrong Xie Date: Sun, 27 Mar 2016 12:27:57 -0700 Subject: [PATCH 1/6] Update README.md added resources of realtime blooming effect. --- README.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index c2a8899..ebde727 100644 --- a/README.md +++ b/README.md @@ -95,7 +95,8 @@ This will download all PDFs and power-point slides into a folder called `resourc - [The Skylanders SWAP Force Depth-of-Field Shader (2013)](http://casual-effects.blogspot.ca/2013/09/the-skylanders-swap-force-depth-of.html) - [GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html) - [GPU Gems 3: Practical Post-Process Depth of Field (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html) - +- Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) +- ## Ray Tracing & Distance Functions - [Fast Soft-Shadowing on Dynamic Height Fields (2008)](http://www.iro.umontreal.ca/~derek/files/hfvisib.pdf) From 9184b963f3b71f71c9e4f6ffab585f536820d317 Mon Sep 17 00:00:00 2001 From: Jinrong Xie Date: Sun, 27 Mar 2016 12:30:04 -0700 Subject: [PATCH 2/6] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index ebde727..f853ec2 100644 --- a/README.md +++ b/README.md @@ -95,7 +95,7 @@ This will download all PDFs and power-point slides into a folder called `resourc - [The Skylanders SWAP Force Depth-of-Field Shader (2013)](http://casual-effects.blogspot.ca/2013/09/the-skylanders-swap-force-depth-of.html) - [GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html) - [GPU Gems 3: Practical Post-Process Depth of Field (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html) -- Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) +- Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) - ## Ray Tracing & Distance Functions From 56ebb0ad80ba80dea1ddc3a94e7ab479fd473445 Mon Sep 17 00:00:00 2001 From: Jinrong Xie Date: Sun, 27 Mar 2016 12:31:49 -0700 Subject: [PATCH 3/6] Update README.md --- README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index f853ec2..63507b5 100644 --- a/README.md +++ b/README.md @@ -95,8 +95,8 @@ This will download all PDFs and power-point slides into a folder called `resourc - [The Skylanders SWAP Force Depth-of-Field Shader (2013)](http://casual-effects.blogspot.ca/2013/09/the-skylanders-swap-force-depth-of.html) - [GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html) - [GPU Gems 3: Practical Post-Process Depth of Field (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html) -- Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) -- +- Realtime Blooming Effect [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) + ## Ray Tracing & Distance Functions - [Fast Soft-Shadowing on Dynamic Height Fields (2008)](http://www.iro.umontreal.ca/~derek/files/hfvisib.pdf) From 5b8821346ac112f6fb9254c49a465df35265845c Mon Sep 17 00:00:00 2001 From: Jinrong Xie Date: Wed, 30 Mar 2016 16:55:56 -0700 Subject: [PATCH 4/6] Update README.md added link to fast gaussian blur --- README.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 63507b5..a2ed38c 100644 --- a/README.md +++ b/README.md @@ -95,7 +95,8 @@ This will download all PDFs and power-point slides into a folder called `resourc - [The Skylanders SWAP Force Depth-of-Field Shader (2013)](http://casual-effects.blogspot.ca/2013/09/the-skylanders-swap-force-depth-of.html) - [GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html) - [GPU Gems 3: Practical Post-Process Depth of Field (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html) -- Realtime Blooming Effect [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) +- Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) +- [Fast Gaussian Blur](http://xissburg.com/faster-gaussian-blur-in-glsl/) ## Ray Tracing & Distance Functions From 8580cde554664ad6ba05e8eb2493af4fd4e8d9b1 Mon Sep 17 00:00:00 2001 From: Jinrong Xie Date: Fri, 8 Apr 2016 11:46:19 -0700 Subject: [PATCH 5/6] Update README.md Added FXAA --- README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/README.md b/README.md index a2ed38c..31b6191 100644 --- a/README.md +++ b/README.md @@ -97,6 +97,7 @@ This will download all PDFs and power-point slides into a folder called `resourc - [GPU Gems 3: Practical Post-Process Depth of Field (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html) - Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) - [Fast Gaussian Blur](http://xissburg.com/faster-gaussian-blur-in-glsl/) +- Fast approXimate Anti-Aliasing (FXAA) [link1](http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf), [link2](http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/) ## Ray Tracing & Distance Functions From f6e60c55251ec652ddd4bffde0216c854fd4d601 Mon Sep 17 00:00:00 2001 From: Jinrong Xie Date: Fri, 14 Oct 2016 00:50:00 -0700 Subject: [PATCH 6/6] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 31b6191..446e531 100644 --- a/README.md +++ b/README.md @@ -95,7 +95,7 @@ This will download all PDFs and power-point slides into a folder called `resourc - [The Skylanders SWAP Force Depth-of-Field Shader (2013)](http://casual-effects.blogspot.ca/2013/09/the-skylanders-swap-force-depth-of.html) - [GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html) - [GPU Gems 3: Practical Post-Process Depth of Field (2008)](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html) -- Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) +- Realtime Blooming Effect: [link1](https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCMQFjAA&url=https%3A%2F%2Ftransporter-game.googlecode.com%2Ffiles%2FRealtimeHDRImageBasedLighting.pdf&ei=buBhVcLmA8jaUYiSgLgK&usg=AFQjCNFfbP9L7iEiGT6gQNW6dB2JFVcTmA&bvm=bv.93990622,d.d24), [link2](https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom), [link3](http://kalogirou.net/2006/05/20/how-to-do-good-bloom-for-hdr-rendering/) - [Fast Gaussian Blur](http://xissburg.com/faster-gaussian-blur-in-glsl/) - Fast approXimate Anti-Aliasing (FXAA) [link1](http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf), [link2](http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/)