Post-processing pipeline started
I spent last week on post-processing, and the engine now has a pipeline for it. The first effect is motion blur done as a post-process and built from the geometry buffer, as described in GPU Gems 3. It can be safely disabled. My collection of papers is finally paying off.
This motion blur comes from camera movement only. Per-object motion blur will follow later, with per-pixel velocities stored in the geometry buffer.
Motion blur in action, with a 15-sample kernel:
The original scene:
Several more post-processing effects are scheduled: a glow pass that blurs the bright parts of the scene, analytical anti-aliasing, depth of field and others. I have also started on mirrors and deferred reflections.

