Post processing: while you can actually go and manually paint into the image, it's usually not that common to do anything that could not be automated and applied to a sequence of frames to create an animation. Color and brightness/contrast adjustments, glow and other effects, fake shadows of various kinds, element edge blurs etc. are the more usual manipulations, but you can also render world-space normal passes and re-light a whole scene in a 2D compositing package if you want to.
Note that the CG industry does this for flexibility - if you can do something in comp, you don't have to re-render which is always a lot more time consuming. Thus many of these operations are not neccessary, and many are already imitated in 3D games (like blooms and glows). Some tweaks, however, require the artist to animate parameters, track points in the image through the sequence, and so on - so these are not that easy to imitate.
Regarding real-time rendering... I believe that the AA and texture filtering quality of offline CGI will not be reached, people will always use the processing power for more detail - whereas in offline CGI, you can afford the extra rendering time to avoid ALL the artifacts. Not to mention the time to calculate dynamic simulations for cloth, hair and such... So offline will always be ahead with a few steps, at least in quality.