POST_EFFECT
article : https://bitsquid.blogspot.jp/2017/07/physically-based-lens-flare.html github: https://github.com/greje656/PhysicallyBasedLensFlare 物理ベースなレンズフレアの記事やソースコードです.
article : https://80.lv/articles/comparison-of-post-processing-unity-vs-unreal/ Unity と UE4 のポストエフェクトの動画です.
UE4 のイメージベースなブルームの解説の動画です. FFT の畳み込みを利用しているみたいです. Volumetric Fog | Feature Highlight | Unreal Engine UE4 のボリューメトリックフォグの解説の動画です. Paragon Feature Examples: Foliage & Parallax Occlusi…
http://www.froyok.fr/blog/2017-05-anamorphique-bloom-with-unreal-engine-4 UE4 でのアナモフィック ブルームの記事です.
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/ 6 角形のボケに関する記事です.
http://c0de517e.blogspot.jp/2017/02/tonemapping-on-hdr-displays-aces-to.html HDR ディスプレイのトーンマッピングに関する記事です.
http://timothylottes.blogspot.jp/2016/10/technical-evaluation-of-traditional-vs.html
https://dl.dropboxusercontent.com/u/40373188/Rendering%20and%20Post-Processing%20Pipeline%20of%20Bound.pdf
http://gpuopen.com/vdr-follow-up-fine-art-of-film-grain/
http://zenopelgrims.com/zoic/
github : https://github.com/ampas/aces-dev color transformation README : https://github.com/ampas/aces-dev/blob/master/transforms/ctl/README-MATRIX.md Unreal Engine 4.8 Release Notes : https://docs.unrealengine.com/latest/INT/Support/Build…
http://c0de517e.blogspot.ca/2016/01/color-grading-and-excuses.html
http://www.gamasutra.com/blogs/SvyatoslavCherkasov/20140531/218753/Shader_tutorial_CRT_emulation.php
https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
https://knarkowicz.wordpress.com/2016/01/09/automatic-exposure/
http://timothylottes.blogspot.jp/2015/11/mixing-temporal-aa-and-transparency.html
http://cgvinny.com/2015/10/tone-mapping-substance-wip/
http://www.iquilezles.org/www/articles/gamma/gamma.htm
article : http://timothylottes.blogspot.jp/2015/09/tonemapping-slot-mask-simulation.html Direct link to high-resolution images http://i4.minus.com/iZnNsoFinoS8g.png http://i3.minus.com/i3av4UYHYFi4Y.png
github : https://github.com/keijiro/KinoBokeh paper : "Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader" http://ivizlab.sfu.ca/papers/cgf2012.pdf