Game Development Reference
In-Depth Information
Input
RGB
Signed CoC radius in A
H Blur
Coverage in alpha
CoC in alpha
V Blur
Blurry Near Field
Blurry Far Field +
Inpainted Focus Field
Coverage
in alpha
(no alpha)
Composite
Output
(no alpha)
Figure 1.3.
Diagram of shading passes with buffers shown.
See the supplemental
material for high-resolution images.
Imager
Imager
Object
a
a
Object
R
R
z F
Lens
z
z
z F
Lens
a
a
R
R
| z |
| z |
| z - z F |
| z - z F |
Figure 1.4. The geometry of lens blur. Left: the orange cube is in the far field and out
of focus. Right: the orange cube in the near field and out of focus. The radius of the
CoC (in camera space) is given by using similar triangles to find R in each case.
 
 
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