Here is an overview of some common rendering techniques and effects used in realtime 3D and game development. The presentation covers tessellation, particle rendering, order independent transparency (OIT), ambient occlusion (SSAO and HBAO) and depth of field (DoF).
You can download the paper HERE.
I wouldn’t call Metro 2033’s DOF a “real-time” technique…
Too much blur on flame…
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@3D programmer
What do you mean? How do you pre-render DOF effect in a game engine?