RE: [Algorithms] State of Real-Time Depth-Of-Field?
Brought to you by:
vexxed72
From: Rowan W. <ro...@ir...> - 2005-11-17 02:05:52
|
I am yet to hear of anyone coming up with an acceptible solution for DOF and translucent objects (which dont write into the depth buffer). =20 rowan _____ =20 From: Wolfgang Engel [mailto:wengel@RockstarSanDiego.com]=20 Sent: Thursday, 17 November 2005 8:50 AM To: gda...@li... Subject: RE: [Algorithms] State of Real-Time Depth-Of-Field? =09 =09 Hi, I am quite happy with the approach from Thorsten Scheuermann in ShaderX3. It is easy to understand and to use and you can change all the things that you do not like pretty intuitively. For example you can go back to a simpler Gauss blur or try out a few other things to get rid of color leaking. In some games you want to remove the near blur plane. =20 One of the general problems of each DOF algorithm is, that they only work well in scenes, where you can estimate the viewing distance. If the viewing distance varies a lot, you need to think about an "auto-focus" feature. I think this will be hard to make work well. So from my current point of view DOF is pretty good for scripted scenes and scenes where you know that the viewing distance won't pass a certain amount. =20 My 2 cent, - Wolf _____ =20 From: gda...@li... [mailto:gda...@li...] On Behalf Of Aaron Lefohn Sent: Wednesday, November 16, 2005 12:29 PM To: gda...@li... Subject: [Algorithms] State of Real-Time Depth-Of-Field? =09 =09 Hi All, I'm currently working on a new interactive depth-of-field algorithm (will be submitted to Siggraph 2006) and am looking for comment on the usefulness/problems with current interactive DOF techniques. My main question is:=20 Is the quality of the current DOF techniques "good enough?"=20 - Examples include ATI's variable-width separable gaussian blur (ShaderX2) and the mipmap techniques summarized in GPU Gems, Ch.23.=20 - Is color bleeding across depth discontinuities still a problem or do the various fixes remove all objectionable artifacts? Please note that I am not digging for solutions, but rather your thoughts about existing DOF algorithms. =20 Thanks, Aaron http://graphics.cs.ucdavis.edu/~lefohn/ |