Putting A in A3D.( Week 7)

Greetings all.
In today’s entry I am going to talk about post processing effects used in the games and why they are used.. There are many of them so I am not going to list every single one of them so I shall focus on these that I have used in my scene. Many post processing effects have originated in the world of cinema industry. These are used in order to bring certain mood to scenes, or enhance the visuals. As mentioned earlier there are many of these, from bloom and lens flare effects to the colour grading and chromatic aberration. These cannot be just rendered, they quite often need to be added separately or added as filter, overlay or simulated. Traditionally they were used in cinematography into pre-rendered scenes in some composition packages as Adobe After Effects or Nuke. However these days game engines became so powerful that these effects can be simulated in real-time as well.


Motion Blur

Motion blur is used in games and movies in order to make scenes much more dynamic and give sense of speed. Today it’s commonly used in all sorts of games, shooters, racing and many more.

fig.1  motion blur in use. (2015)

Lens Flare

Lens flare is a an special post processing effect meant to simulate artefacts created by the bright light due imperfections of the camera lenses. It’s commonly used. to add more cinematic look to the game or scnes. Which is very interesting as this is incurring commonly in the cameras of many types but not in human eyes and quite often in many games players are observing the game from the perspective of the protagonist. Making these effects unreal and out of place.

fig.2 scene with and without lens flare ( 2o15)

Vignette is a simple phenomena of darkening in lenses in real life camera lenses. While in real world we try to remove that effect in gaming it’s often used on purpose to make scenes look more dramatic and interesting.

fig 3. top with Viginette bottom without Viginette (2015) 

Bloom is a real world phenomena which can be seen with naked eye. It can be seen when viewing bright objects against the dark background.. This cannot be rendered in game engines and it’s simulated instead. This effect helps to add realism to the scenes not using HDR. It is also possible to add tint to the bloom in order to colour lights or stylise the look of the game.

Fig. 4 scene with and without bloom (2015 ) 



Anonymus. (2015). Post Process Effects. Available: https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/index.html. Last accessed 30.nov.2015


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