On Mon, Mar 3, 2008 at 5:08 PM, Luc-Eric Rousseau <
lucer(at)softimage.com> wrote:
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> 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.
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> p.s.: the XSI viewport capture implements anti-aliasing with the
> accumulation buffer, using the same technique.
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> 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?
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> Subject: Re: How Would You Visualize DOF in GL?
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> this is using an accumulation buffer i believe...
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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>
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> Ok, I have no idea if this is uesful info or not.
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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,
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> So this keeps coming up during pre-vis. How can a Pre-vis artist pre-vis
> DOF in the viewport/GL Capture??
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> I am curious if this has really been discussed on the XSI side?
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> I've seen using the depth fog to attempt to do it.. but I feel it's just
> not
> the right solution.
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> 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?
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> Just curious if this has been done very well? Or if there are any thoughts
> on this...
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> thanks,
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> Jeffrey Dates
>
www.massmarket.tv
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