Re: How Would You Visualize DOF in GL?
| Date : Sun, 2 Mar 2008 09:29:14 -0800 (PST) |
| To : XSI(at)Softimage.COM |
| From : Eric Lampi <ericlampi(at)yahoo.com> |
| Subject : Re: How Would You Visualize DOF in GL? |
I think it's pretty funny that in a $50 game you can get real-time DOF with on a $300 video card, but in XSI you have to jump through hoops and deal with long processing times using a $1500 professional video card.
Something is wrong with that concept.
E
Freelance 3-D Animator, F/X Artist
Something is wrong with that concept.
E
----- Original Message ----
From: William Pleydon <williamp(at)digimata.com>
To: XSI(at)Softimage.COM
Sent: Saturday, March 1, 2008 10:30:20 PM
Subject: Re: How Would You Visualize DOF in GL?
From: William Pleydon <williamp(at)digimata.com>
To: XSI(at)Softimage.COM
Sent: Saturday, March 1, 2008 10:30:20 PM
Subject: Re: How Would You Visualize DOF in GL?
Is this similar to how X-dof used to operate from
within XSI prior to v6?
William
----- Original Message -----From: Steven CaronSent: Saturday, March 01, 2008 8:19 PMSubject: Re: How Would You Visualize DOF in GL?this is using an accumulation buffer i believe...
http://www.cs.uiuc.edu/class/sp06/cs419/accum/accum.html
On Sat, Mar 1, 2008 at 3:12 PM, pingo van der brinkloev <xsilist(at)comxnet.dk> wrote:
Ok, I have no idea if this is uesful info or not.I remember a button in lightwave that made a previz of dof in the viewport by slightly offsetting the camera randomly, say 20 times but still pointing at a target (focus point) and then blending the images.Interesting subjectcheerspingo
On 01/03/2008, at 19.21, Jeffrey Dates wrote:
heya,
So this keeps coming up during pre-vis. How can a Pre-vis artist pre-vis
DOF in the viewport/GL Capture??
I am curious if this has really been discussed on the XSI side?
I've seen using the depth fog to attempt to do it.. but I feel it's just not
the right solution.
My thought would be ideally to have a way to have GL DOF.. sure it might
looks rough.. but it's for Pre-Vis purposes. I mean Flash can do it. Games
can do it.. seems like those approaches might have a way to applying to our
GL viewports?
Just curious if this has been done very well? Or if there are any thoughts
on this...
thanks,
Jeffrey Dates
www.massmarket.tv
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