This morning my daily Flickr check made me stumble upon this photo. Simple composition, delicate tones, exquisite warm light contrasting with the ice it lits.
With the kind permission of its author, konafoto.
This morning my daily Flickr check made me stumble upon this photo. Simple composition, delicate tones, exquisite warm light contrasting with the ice it lits.
With the kind permission of its author, konafoto.
Last weekend the demogroup Mercury released at Tokyo Demo Fest the final version of their invitation to the upcoming Revision party: a 64kB demo called Epsilon. While the complexity of the scenes is very limited, the rendering, seemingly a raymarching shader, features a couple of very noteworthy real-time effects including ambient occlusion, reflexion (up to two iterations it seems) and refraction, caustics, and an hexagonal bokeh depth of field.
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.