I don't usually retweet my own blogposts, but I feel this one deserves another go now that I have more followers. It's a nice looking bokeh depth of field in a single pass that you can throw into almost any rendering pipeline with minimal effort.http://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html …
Also, instead of the depth sample * uFar, shouldn't it be remapping the depth from 0-1 to near-far? Near is normally small enough that it doesn't matter, but I'm just trying to make sure I understand everything.
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I am also trying to visualize the getBlurSize() function, and this is what I'm seeing: https://www.desmos.com/calculator/dad9l25lum … For DoF in general, this doesn't seem right -- at least not what I would intuit. I'm far from an expert, though.
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I'm also not an expert, but the shape of the curve looks right from what I have seen before. I'll revisit this when I got the time and see if I can find references. It is (well, should be) derived from the regular lens equation.
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My code assumes a linear depth buffer (not z-buffer, not reversed) where 0.0 == camera and 1.0 == far plane, so I think the code is correct.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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