are able to render 3D graphics using floating-point frame buffers, in order to produce HDR images. To produce the bloom effect, the linear HDRR image in the frame buffer is convolved with a convolution kernel in a post-processing step, before converting to RGB space. The convolution step usually requires the use of a large gaussian kernel that is not practical for realtime graphics, causing programmers to use approximation methods. Use in games Some of the earliest games to use the bloom effect include the pre-rendered CGI game Riven (1997), the voxel game Outcast (1999), and the real-time 3D polygon games The Bouncer (2000) and Ico (2001). Bloom was later popularized within the game development community in 2004, when an article on the technique was published by the authors of Tron 2.0. Bloom lighting has been used in many games, modifications and game engines such as Quake Live, Cube 2: Sauerbraten and the Spring game engine. The effect was popular in 7th-generation games, which were released from 2005 through to the early 2010s. Several games from the period have received criticism for overuse of the technique. The heavy bloom lighting in RollerCoaster Tycoon 3 (2005) was described as "disgusting" at the time by GameSpot. Gaming Bolt described the trend as a gimmick that had died with the generation, and criticised the heavy use of the technique in major releases of the time such as The Elder Scrolls IV: Oblivion (2006), the Xbox 360 port of Burnout Revenge (2006), and Twilight Princess (2006). Syndicate (2012) has also been described as featuring "eye-melting" bloom. See also Chromatic aberration Contre-jour Tone mapping References External links Real-Time Glow Demo effects Shading