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Advanced Deferred Rendering Techniques

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List of Figures<br />

1.1 What Makes up The g-buffer . . . . . . . . . . . . . . . . . . . . . . . . 2<br />

1.2 Symbolic representation of light accumulation . . . . . . . . . . . . . . . 3<br />

2.1 Examples of bloom. Top: Bethesdas “Elder Scrolls 4: Oblivion”. Bottom:<br />

Lionheads“Fable 3” . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

2.2 Scene Without Bloom . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

2.3 Scene with Bloom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

2.4 Scene Without Depth of Field . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

2.5 Scene with Depth of Field . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

2.6 Edge Detection for AA . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10<br />

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