I recently got back from my vacation to the Mediterranean and finally have had time to post this video.
For one of my final projects last semester I implemented a deferred renderer with SSAO and simplified global illumination (SSGI). But I wanted to have a dream-like result, so I over emphasized the color bleeding and used the light accumulation buffer plus emissive color of objects; and lots of blurring. The result looks pretty neat I think, not at all accurate lighting but cool none the less. This one was done in C++/DirectX instead of the usual XNA fare.
Large HD video on youtube