Re: How Would You Visualize DOF in GL?

Date : Tue, 4 Mar 2008 13:35:57 -0800
To : XSI(at)Softimage.COM
From : "Thiago Costa" <thiagocosta3d(at)gmail.com>
Subject : Re: How Would You Visualize DOF in GL?
yep, 7fps would be good enough :)

I was looking to this tutorial of Realtime shader: http://www.digitaltutors.com/digital_tutors/video.php?v=705
It's a vertex shader... He's deforming vertices using a realtime shader...
Now we have pixel shaders... I wonder if anyone could get those examples from nVidia to work in XSI.

On 04/03/2008, Antonin Messier T. <amessier(at)flystudio.com> wrote:
I'd be ready to settle for 7fps depth of field in XSI ;)


Jon Swindells wrote:
> since when have we not needed to jump through hoops to get a 'next gen'
> game to run ? ;)
>
> I get 7fps from Crysis with DOF (on my $300 gfx card). real time my arse.
>
> The jitter type dof from steven's link wouldn't be difficult at all to
> implement in a custom pass and i think i'm up for the challenge,
> besides
> i need a break from this damn screen painting doobrey.
>
> :)
>
> On Sun, Mar 2, 2008 at 5:29 PM, Eric Lampi <ericlampi(at)yahoo.com> wrote:
>
>> 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
>>
>>
>>
>> ----- 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?
>>
>
>
>




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