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## Re: [Algorithms] lens blur (or Bokeh filter)

 Re: [Algorithms] lens blur (or Bokeh filter) From: Mark Lee - 2008-11-27 03:17:39 ```These slides are all in the Japanese but the pictures and diagrams alone make it worth looking at. http://www.daionet.gr.jp/~masa/column/2008-09-15.html Mark -----Original Message----- From: Ignacio Castano [mailto:icastano@...] Sent: Wednesday, November 26, 2008 11:53 AM To: Game Development Algorithms Subject: Re: [Algorithms] lens blur (or Bokeh filter) Vincent Scheib posted some interesting thoughts on depth of field effects: http://beautifulpixels.blogspot.com/2008/11/motivating-depth-of-field-using-bokeh.html http://beautifulpixels.blogspot.com/2008/03/higher-fidelity-depth-of-field-effects.html As he points out Lost Planet has done a good job reproducing this effect, using a somewhat unconventional composition method: http://www.beyond3d.com/content/news/499 Nick Porcino describes it as well: http://meshula.net/wordpress/?p=124 -- Ignacio Castaño icastano@... From: Richard Fabian [mailto:raspo1@...] Sent: Monday, November 24, 2008 2:43 AM To: Game Development Algorithms Subject: Re: [Algorithms] lens blur (or Bokeh filter) I'd just get your standard Depth of field functions working, then change the blurring stage. It does seem that the only real difference is that intead of being a gaussian blur, it's just a case of a shape blur. If you can follow a depth of fielf "howto", then you should be able to adjust the final result quite simply. 2008/11/24 Pavel Tumik Hi, I'm trying to find out how lens blur algorithm is working. For example it is implemented in Photoshop: http://www.computer-darkroom.com/tutorials/tutorial_9_1.htm it's also known as Bokeh effect: http://en.wikipedia.org/wiki/Bokeh Does anyone know how can I implement this algorithm? Any links will be highly appreciated. Failed to find anything useful in google. Thanks in advance. -- Best regards, Pavel Tumik mailto: pavel.tumik@... ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ GDAlgorithms-list mailing list GDAlgorithms-list@... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- fabs(); Just because the world is full of people that think just like you, doesn't mean the other ones can't be right. ----------------------------------------------------------------------------------- This email message is for the sole use of the intended recipient(s) and may contain confidential information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, please contact the sender by reply email and destroy all copies of the original message. ----------------------------------------------------------------------------------- ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ GDAlgorithms-list mailing list GDAlgorithms-list@... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list ```

 Re: [Algorithms] lens blur (or Bokeh filter) From: Mark Lee - 2008-11-27 03:17:39 ```These slides are all in the Japanese but the pictures and diagrams alone make it worth looking at. http://www.daionet.gr.jp/~masa/column/2008-09-15.html Mark -----Original Message----- From: Ignacio Castano [mailto:icastano@...] Sent: Wednesday, November 26, 2008 11:53 AM To: Game Development Algorithms Subject: Re: [Algorithms] lens blur (or Bokeh filter) Vincent Scheib posted some interesting thoughts on depth of field effects: http://beautifulpixels.blogspot.com/2008/11/motivating-depth-of-field-using-bokeh.html http://beautifulpixels.blogspot.com/2008/03/higher-fidelity-depth-of-field-effects.html As he points out Lost Planet has done a good job reproducing this effect, using a somewhat unconventional composition method: http://www.beyond3d.com/content/news/499 Nick Porcino describes it as well: http://meshula.net/wordpress/?p=124 -- Ignacio Castaño icastano@... From: Richard Fabian [mailto:raspo1@...] Sent: Monday, November 24, 2008 2:43 AM To: Game Development Algorithms Subject: Re: [Algorithms] lens blur (or Bokeh filter) I'd just get your standard Depth of field functions working, then change the blurring stage. It does seem that the only real difference is that intead of being a gaussian blur, it's just a case of a shape blur. If you can follow a depth of fielf "howto", then you should be able to adjust the final result quite simply. 2008/11/24 Pavel Tumik Hi, I'm trying to find out how lens blur algorithm is working. For example it is implemented in Photoshop: http://www.computer-darkroom.com/tutorials/tutorial_9_1.htm it's also known as Bokeh effect: http://en.wikipedia.org/wiki/Bokeh Does anyone know how can I implement this algorithm? Any links will be highly appreciated. Failed to find anything useful in google. Thanks in advance. -- Best regards, Pavel Tumik mailto: pavel.tumik@... ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ GDAlgorithms-list mailing list GDAlgorithms-list@... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- fabs(); Just because the world is full of people that think just like you, doesn't mean the other ones can't be right. ----------------------------------------------------------------------------------- This email message is for the sole use of the intended recipient(s) and may contain confidential information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, please contact the sender by reply email and destroy all copies of the original message. ----------------------------------------------------------------------------------- ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ GDAlgorithms-list mailing list GDAlgorithms-list@... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list ```
 Re: [Algorithms] lens blur (or Bokeh filter) From: Ruben Penalva - 2008-11-27 07:41:37 Attachments: Message as HTML ```I read that slides, well mostly I only saw the pictures and diagrams. Anybody knows if Masa has a translation to english of the slides? On Thu, Nov 27, 2008 at 3:46 AM, Mark Lee wrote: > These slides are all in the Japanese but the pictures and diagrams alone > make it worth looking at. > > http://www.daionet.gr.jp/~masa/column/2008-09-15.html; > > Mark > > -----Original Message----- > From: Ignacio Castano [mailto:icastano@...] > Sent: Wednesday, November 26, 2008 11:53 AM > To: Game Development Algorithms > Subject: Re: [Algorithms] lens blur (or Bokeh filter) > > Vincent Scheib posted some interesting thoughts on depth of field effects: > > > http://beautifulpixels.blogspot.com/2008/11/motivating-depth-of-field-using-bokeh.html > > http://beautifulpixels.blogspot.com/2008/03/higher-fidelity-depth-of-field-effects.html > > As he points out Lost Planet has done a good job reproducing this effect, > using a somewhat unconventional composition method: > > http://www.beyond3d.com/content/news/499 > > Nick Porcino describes it as well: > > http://meshula.net/wordpress/?p=124 > > > -- > Ignacio Castaño > icastano@... > > > From: Richard Fabian [mailto:raspo1@...] > Sent: Monday, November 24, 2008 2:43 AM > To: Game Development Algorithms > Subject: Re: [Algorithms] lens blur (or Bokeh filter) > > I'd just get your standard Depth of field functions working, then change > the blurring stage. It does seem that the only real difference is that > intead of being a gaussian blur, it's just a case of a shape blur. If you > can follow a depth of fielf "howto", then you should be able to adjust the > final result quite simply. > 2008/11/24 Pavel Tumik > Hi, > I'm trying to find out how lens blur algorithm is working. For example > it is implemented in Photoshop: > http://www.computer-darkroom.com/tutorials/tutorial_9_1.htm > it's also known as Bokeh effect: > http://en.wikipedia.org/wiki/Bokeh > > Does anyone know how can I implement this algorithm? Any links will be > highly appreciated. Failed to find anything useful in google. > > Thanks in advance. > > -- > Best regards, > Pavel Tumik > mailto: pavel.tumik@... > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > > -- > fabs(); > Just because the world is full of people that think just like you, doesn't > mean the other ones can't be right. > > ----------------------------------------------------------------------------------- > This email message is for the sole use of the intended recipient(s) and may > contain > confidential information. Any unauthorized review, use, disclosure or > distribution > is prohibited. If you are not the intended recipient, please contact the > sender by > reply email and destroy all copies of the original message. > > ----------------------------------------------------------------------------------- > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > ```
 Re: [Algorithms] lens blur (or Bokeh filter) From: Jeff Russell - 2008-11-28 19:49:15 Attachments: Message as HTML ```Interesting thread. I've never done anything like this before, so I had to try it out. I added a simple brute-force depth of field effect to the post effect pipeline in Darkest of Days, trying varying shapes for the 'aperture'. After only an hour or so the results were cool, so I played some of the game with my new "Mr. Magoo" glasses on and took some screenshots: http://e.imagehost.org/0250/bokeh.jpg Basic approach was to just do a 2d grid of samples about each point and use a little math to clip off the edges for various shapes: square, diamond, circle, and finally octagon which looks the best IMO. Some of these shapes (square, diamond) would be separable which would let it run pretty fast even on less than super hardware. If your image data isn't HDR, a simple color ramp help the highlights "pop" more for the purposes of the blur. All of this is very simple and has worked well. I'd love to see translations for masa's slides too, looks like some cool stuff, as far as my American eyes can tell :P Jeff On Thu, Nov 27, 2008 at 1:41 AM, Ruben Penalva wrote: > I read that slides, well mostly I only saw the pictures and diagrams. > Anybody knows if Masa has a translation to english of the slides? > > > On Thu, Nov 27, 2008 at 3:46 AM, Mark Lee wrote: > >> These slides are all in the Japanese but the pictures and diagrams alone >> make it worth looking at. >> >> http://www.daionet.gr.jp/~masa/column/2008-09-15.html; >> >> Mark >> >> -----Original Message----- >> From: Ignacio Castano [mailto:icastano@...] >> Sent: Wednesday, November 26, 2008 11:53 AM >> To: Game Development Algorithms >> Subject: Re: [Algorithms] lens blur (or Bokeh filter) >> >> Vincent Scheib posted some interesting thoughts on depth of field effects: >> >> >> http://beautifulpixels.blogspot.com/2008/11/motivating-depth-of-field-using-bokeh.html >> >> http://beautifulpixels.blogspot.com/2008/03/higher-fidelity-depth-of-field-effects.html >> >> As he points out Lost Planet has done a good job reproducing this effect, >> using a somewhat unconventional composition method: >> >> http://www.beyond3d.com/content/news/499 >> >> Nick Porcino describes it as well: >> >> http://meshula.net/wordpress/?p=124 >> >> >> -- >> Ignacio Castaño >> icastano@... >> >> >> From: Richard Fabian [mailto:raspo1@...] >> Sent: Monday, November 24, 2008 2:43 AM >> To: Game Development Algorithms >> Subject: Re: [Algorithms] lens blur (or Bokeh filter) >> >> I'd just get your standard Depth of field functions working, then change >> the blurring stage. It does seem that the only real difference is that >> intead of being a gaussian blur, it's just a case of a shape blur. If you >> can follow a depth of fielf "howto", then you should be able to adjust the >> final result quite simply. >> 2008/11/24 Pavel Tumik >> Hi, >> I'm trying to find out how lens blur algorithm is working. For example >> it is implemented in Photoshop: >> http://www.computer-darkroom.com/tutorials/tutorial_9_1.htm >> it's also known as Bokeh effect: >> http://en.wikipedia.org/wiki/Bokeh >> >> Does anyone know how can I implement this algorithm? Any links will be >> highly appreciated. Failed to find anything useful in google. >> >> Thanks in advance. >> >> -- >> Best regards, >> Pavel Tumik >> mailto: pavel.tumik@... >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDAlgorithms-list@... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> >> >> >> -- >> fabs(); >> Just because the world is full of people that think just like you, doesn't >> mean the other ones can't be right. >> >> ----------------------------------------------------------------------------------- >> This email message is for the sole use of the intended recipient(s) and >> may contain >> confidential information. Any unauthorized review, use, disclosure or >> distribution >> is prohibited. If you are not the intended recipient, please contact the >> sender by >> reply email and destroy all copies of the original message. >> >> ----------------------------------------------------------------------------------- >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDAlgorithms-list@... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDAlgorithms-list@... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > ```
 Re: [Algorithms] lens blur (or Bokeh filter) From: Jon Watte - 2008-11-28 20:58:45 ```Jeff Russell wrote: > > http://e.imagehost.org/0250/bokeh.jpg > Nice! However, this shows some of the problems of using DoF for general gameplay: the slide on the center left has almost nothing interesting in focus. In such a scene, the user will likely be scanning further out to try to see what's up ahead, which the blur then hides. I suppose there are two variables to play with: focus plane distance, and degree of blur (size of shape). Perhaps some smart camera control can be developed for solving this problem, just like there are now reasonable auto-exposure algorithms in most HDR renderers. Any ideas on that subject? Sincerely, jw ```
 Re: [Algorithms] lens blur (or Bokeh filter) From: Jeff Russell - 2008-11-28 21:05:08 Attachments: Message as HTML ```Heh, yea. The game's totally unplayable with this 'drunkvision' on. Just experimenting here. But if we were going to use the effect I suppose it'd have to be limited to instances where we know the focal range the user is interacting with (iron sights, reloading, interacting with a nearby prop or character, cutscenes etc.). As a general rule it'd have to be off, or limited to a far distance :/ A pity, since it looks so cool. Jeff On Fri, Nov 28, 2008 at 2:58 PM, Jon Watte wrote: > Jeff Russell wrote: > > > > http://e.imagehost.org/0250/bokeh.jpg > > > > Nice! > > However, this shows some of the problems of using DoF for general > gameplay: the slide on the center left has almost nothing interesting in > focus. In such a scene, the user will likely be scanning further out to > try to see what's up ahead, which the blur then hides. I suppose there > are two variables to play with: focus plane distance, and degree of blur > (size of shape). Perhaps some smart camera control can be developed for > solving this problem, just like there are now reasonable auto-exposure > algorithms in most HDR renderers. > > Any ideas on that subject? > > Sincerely, > > jw > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > ```