dx11 about post process...
http://www.youtube.com/watch?v=3Af92IOS8dY
Showcase of an implementation of deferred shading that I did in DirectX 11.
Features shown in this video are:
~Depth of Field with far- and near blur.
~Motion Blur using Velocity Buffers for view and objects.
~Screen Space Ambient Occlusion (front faces, unblurred result, looks pretty good though)
~Frustum culling of object OBBs in Quadtree
~Simple soft shadows using Shadow Map
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The GUI used in this tech demo is called AntTweakBar:
http://www.antisphere.com/Wiki/tools:anttweakbar
Music: 'Windswept' by Kevin MacLeod
(http://www.incompetech.com),
Licensed under Creative Commons "Attribution 3.0"http://creativecommons.org/licenses/by/3.0/
The models used are the famous Stanford bunny and dragon:
http://graphics.stanford.edu/data/3Dscanrep/
Articles that my work is based on:
"A Simple and Practical Approach to SSAO", José María Méndez:http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-an...
"Regressions in RT Rendering: LittleBigPlanet Post Mortem", Alex Evans & Anton Kirczenow (Media Molecule):http://code.google.com/p/prelight/downloads/detail?name=final_alex_siggraph.ppt
"GPU Gems 3, Chapter 27. Motion Blur as a Post-Processing Effect", Gilberto Rosado (Rainbow Studios):http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html
"Real-Time Rendering Third Edition", Tomas Akenine-Möller, Eric Haines & Naty Hoffman.
"Advanced Depth of Field", Thorsten Scheuermann (ATI Research, Inc):http://developer.amd.com/media/gpu_assets/Scheuermann_DepthOfField.pdf