Re: How Would You Visualize DOF in GL?

Date : Mon, 3 Mar 2008 17:17:45 +0000
To : XSI(at)Softimage.COM
From : "Alan Jones" <skyphyr(at)gmail.com>
Subject : Re: How Would You Visualize DOF in GL?
Though we won't get antialiasing in the working viewport because of
the way selection
works right? It'd require a rewrite of all the selection tools I
imagine. Wouldn't DOF cause
the same problem?

Cheers,

Alan.

On Mon, Mar 3, 2008 at 5:08 PM, Luc-Eric Rousseau <lucer(at)softimage.com> wrote:
>
>
>
>
> 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?
>
>
>
>
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> this is using an accumulation buffer i believe...
>
>  http://www.cs.uiuc.edu/class/sp06/cs419/accum/accum.html
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> 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.
>
>
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>
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> 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.
>
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> Interesting subject
>
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> cheers
>
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> pingo
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> On 01/03/2008, at 19.21, Jeffrey Dates wrote:
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> 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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