Bokeh DOF
category: code [glöplog]
try focusing your finger behind some lights
Imperfections in the human eye mean you usually see distorted star shaped bokeh instead of nice round ones unfortunately. Maybe with special contact lenses with a rectangular hole you'd get rectangular bokeh?
Speaking of curious optical effects, I learned how some people make the nice star images with a cross type effect. Tie 2 pieces of fishing line across the front of the lens! If only it were that easy for us :)
Speaking of curious optical effects, I learned how some people make the nice star images with a cross type effect. Tie 2 pieces of fishing line across the front of the lens! If only it were that easy for us :)
it's also in this unreal tech demo from the looks of it ... like tears in ... rain
apart from the obvious overlays sometimes I might add
unreal engine is promise to be strong
Two very interesting articles on the subject:
How To Fake Bokeh (And Make It Look Pretty Good)
Bokeh II: The Sequel
These longer articles also discuss the subject:
The Technology Behind the DirectX 11 Unreal Engine "Samaritan" Demo
Star Ocean 4: Flexible Shader Managment and Post-processing
How To Fake Bokeh (And Make It Look Pretty Good)
Bokeh II: The Sequel
These longer articles also discuss the subject:
The Technology Behind the DirectX 11 Unreal Engine "Samaritan" Demo
Star Ocean 4: Flexible Shader Managment and Post-processing
You (!)§"'#§& didn't read my first post in this thread, right? DO IT NOW.
las: While I may have failed to read your post (you started out by linking to the most boring bokeh-video ever, I just assumed it was rubbish), I suggest you actually read the articles you link yourself.
Clue: The "The Danger Zone"-articles DOES suggest to use convolution for the DOF, but also adds in some particles for the bokeh-look (technique 5).
I also brought a new interesting link to the table ;)
Clue: The "The Danger Zone"-articles DOES suggest to use convolution for the DOF, but also adds in some particles for the bokeh-look (technique 5).
I also brought a new interesting link to the table ;)
Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling
http://fileadmin.cs.lth.se/graphics/research/papers/2011/dof/
http://fileadmin.cs.lth.se/graphics/research/papers/2011/dof/
http://www.daionet.gr.jp/~masa/archives/CEDEC2010_kawase.ppt
Now we need our japanese sceners to translate that one ;)
Now we need our japanese sceners to translate that one ;)
Actually I kinda like this approch:
http://www.gamedev.net/topic/563149-real-time-bokeh-high-quality-dof/
I'll give it a try...
http://www.gamedev.net/topic/563149-real-time-bokeh-high-quality-dof/
I'll give it a try...
What about using a noisy low sample count DOF pass and a apply a median filter after?
Crytek's latest presentation http://crytek.com/cryengine/presentations mentions their DOF technique.
Not very elaborate as to where the bokeh is coming from...
AFAICR they simply use a different blur kernel on consoles and a special DX11 based Bokeh shader (with point sprites) on PC.
Quote:
http://www.daionet.gr.jp/~masa/archives/CEDEC2010_kawase.ppt
Now we need our japanese sceners to translate that one ;)
This slide explains about optics of real camera which is needed to implement realistic bokeh of real camea.
It also explains
But it doesn't explains how to implement optical correct bokeh with OpenGL/Direct3D.
I went to the CEDEC 2010 and attended kawase's seminor.
He talked about optics of a camera with this slide.
But I couldn't understand most of them, because I don't know about mechanism of camera well.
I'm sorry but it is difficult for me to translate this slide.
There really aren't many ways to fake bokeh. You either use a blur kernel, spallter some random sprites around or take a more analytical aproach if you know the shape and distance of your emitter / bright spots. Not counting on the realistic aproach. You could render some fake plenoptic camera like scene, and then do some sampling magic again.
Forgot to mention the oldschool camera jitter thing.
do the hokeypokey
POKE 775,171
Boker Tov!
BOKEH 775,171
http://advances.realtimerendering.com/s2011/White,%20BarreBrisebois-%20Rendering%20in%20BF3%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pdf
That technique looks awesome and fast! Must try to implement.
That technique looks awesome and fast! Must try to implement.
So if understand correctly, some people try to have unlimited details while other just want to blur them! WTF!