crunchy ps2 style rendering resources

See

Léna Piquet (Froyok), [Breakdown] Shadow of the Colossus (PAL, PS2), 2012 https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2/

The Making of Shadow of the Colossus (PDF, hosted with the breakdown above) https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2/resources/making_of_sotc.pdf

Fumito Ueda interview, The Making of the Colossi https://glitterberri.com/extended-developer-interview/making-of-the-colossi/

Lengyel et al., Real-Time Fur over Arbitrary Surfaces, I3D 2001 https://hhoppe.com/proj/fur/

Lengyel et al. 2001, Real-Time Fur over Arbitrary Surfaces (paper PDF) https://www.hhoppe.com/fur.pdf

Kajiya and Kay, Rendering Fur with Three Dimensional Textures, SIGGRAPH 1989 https://history.siggraph.org/learning/rendering-fur-with-three-dimensional-textures-by-kajiya-and-kay

Sarah Tariq, Fur (using Shells and Fins), NVIDIA 2007 https://developer.download.nvidia.com/SDK/10.5/direct3d/Source/Fur/doc/FurShellsAndFins.pdf

Isidoro and Mitchell, User Customizable Real-Time Fur, SIGGRAPH 2002 https://history.siggraph.org/?p=144152

Banisch and Wüthrich, Making Grass and Fur Move, WSCG 2006 https://www.uni-weimar.de/en/media/chairs/computer-science-department/computer-graphics/publications/making-grass-and-fur-move/

Bluepoint on remaking Shadow of the Colossus, PlayStation Blog 2018 https://blog.playstation.com/archive/2018/01/26/how-ps4s-shadow-of-the-colossus-changes-the-original-for-the-better

Gotanda and Shoji, SH Lighting and HDR Rendering on PlayStation 2, GDC 2005 https://www.gdcvault.com/play/1020299/Practical-Implementation-of-SH-Lighting

Graphics Synthesizer, PS2 Dev Wiki https://playstationdev.wiki/ps2devwiki/Graphics_Synthesizer

Chris Oat, Real-Time 3D Scene Post-processing, GDC Europe 2003 https://www.chrisoat.com/papers/Oat-ScenePostprocessing.pdf

Joe Demers, Depth of Field: A Survey of Techniques, GPU Gems 2004 https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html

Kenny Mitchell, Volumetric Light Scattering as a Post-Process, GPU Gems 3 https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch13.html

Ordered dithering, after Bayer 1973 https://en.wikipedia.org/wiki/Ordered_dithering

Leather et al. (Nintendo), Method and apparatus for anti-aliasing in a graphics system, US 6,999,100, filed 2000: the 7-tap vertical filter on copy-out that de-flickers interlaced output https://patents.google.com/patent/US6999100B1/en

Charles Poynton, A Technical Introduction to Digital Video, 1996: composite NTSC and PAL, narrowband chroma, dot crawl https://poynton.ca/books/tidv/Poynton-1996-TechIntrDigiVide.pdf

47 CFR 73.682, FCC TV transmission standards: the I and Q color signal bandwidths (1.3 MHz and 0.5 MHz) https://www.govinfo.gov/content/pkg/CFR-2014-title47-vol4/pdf/CFR-2014-title47-vol4-sec73-682.pdf

Composite video signal, Shadertoy https://www.shadertoy.com/view/XtcGDl

Full MAME/MESS Shader Pipe, Shadertoy: MAME's composite signal and CRT pipeline in one shader https://www.shadertoy.com/view/ldf3Rf

Cathode Retro, DeadlyRedCube: open-source composite and S-Video NTSC plus CRT emulation, with docs https://github.com/DeadlyRedCube/Cathode-Retro

CRT shaders, Emulation General Wiki https://emulation.gametechwiki.com/index.php/CRT_Shaders

Twilight Princess decompilation, zeldaret https://github.com/zeldaret/tp

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