Draft on depth of field resources

What is mostly in my thoughts recently when it comes to rendering is real time depth of field effect. I intend to read state of the art material on the matter and hopefully post a well formed summary, just like I did for physically based rendering, but until then I thought I would list a few resources already.

That’s all for now. ;-)

Update: after further documentation, both Kawase’s  and DICE’s techniques indeed rely on the idea of creating an hexagon shaped bokeh by decomposing it into three skewed boxes, but while Kawase’s approach uses seven passes, DICE’s one takes it down to two passes thanks to some clever use of multirender targets.

Also, I forgot to mention a second article of Matt Pettineo, where he suggests a combination of techniques to achieve a better result.

Show your difference

An example of actual bokeh in a photo of mine

 

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