RE: How Would You Visualize DOF in GL?

Date : Mon, 3 Mar 2008 12:08:10 -0500
To : <XSI(at)Softimage.COM>
From : "Luc-Eric Rousseau" <lucer(at)Softimage.COM>
Subject : RE: How Would You Visualize DOF in GL?

this indeed can be done with this technique, but you can’t do this with the actual OpenGL accumulation buffer, because it’s not implemented in hardware and it’s therefore slow.  You’d do this with a floating point p-buffer instead.

p.s.: the XSI viewport capture implements anti-aliasing with the accumulation buffer, using the same technique.

 

From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Steven Caron
Posted At: March-01-08 8:19 PM
Posted To: xsi
Conversation: How Would You Visualize DOF in GL?
Subject: 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 subject

 

cheers

 

pingo

 

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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