tag:blogger.com,1999:blog-8959356083618071167.post8385640610695226676..comments2024-02-24T04:33:15.835-08:00Comments on Beautiful Pixels: Motivating Depth of Field using bokeh in gamesVincent Scheibhttp://www.blogger.com/profile/14142807255428586912noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8959356083618071167.post-8462802666682909112008-11-25T00:59:00.000-08:002008-11-25T00:59:00.000-08:00Good summary there. Both of the problem and some n...Good summary there. Both of the problem and some nice examples.<BR/><BR/>I did a thesis about post-processing with specific interest in DoF, using both GPU shaders and GPGPU techniques (read CUDA).<BR/><BR/>I tried several implementations both from the gaming industry and animated movies and personally I liked the method that Pixar presents in this paper most: <BR/>http://graphics.pixar.com/library/DepthOfField/<BR/><BR/>Mostly because of the large amount of blur that can be achieved. Also, with reasonable amount of work you can handle the foreground. Unfortunately the implementation was a little messy.<BR/><BR/>I never found enough material about the Lost Planet implementation to try that one.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8959356083618071167.post-86857219977576276222008-11-23T21:15:00.000-08:002008-11-23T21:15:00.000-08:00I love Bokeh in photography and so I have also tho...I love Bokeh in photography and so I have also thought of rendering Bokeh in real-time. But last time I did not really implement it.<BR/><BR/>IMHO, Only forward approach (splatting Bokeh texture scaled by CoC radius of each pixel) can create good effect.<BR/><BR/>However, the performance will drop for large CoC because of fillrate. I think O(n^2 * m^2) is really large. That is equal to m^2 multiples of fill-rate of a full-screen. E.g. To support maximum m=64 size of Bokeh, it needs 4096x fill-rate! So I think that brute force is not possible soon.<BR/><BR/>I have an idea to accelerate this. My idea is to downsample the framebuffer to smaller ones. Larger CoC radius use smaller versions of frame buffer for splatting. This reduces the quality of continuous Bokeh (e.g. a line of pixels generates a capsule), but it should looks OK for showing isolated beautiful Bokeh shapes (individual bright points).<BR/><BR/>Another photography effect, vignetting, is simple but quite few seeing in Games. But vignetting is literally appeared in *every* photograph/video.Milohttps://www.blogger.com/profile/02780706232490756225noreply@blogger.com