Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Jx

Camera Blurring

This topic is 5384 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m trying to create an effect where the scene starts of blurry and then fades in, kinda like the effect you get in movies when someone is waking up from a blow to the head. can anyone give me a kick in the right direction? some buzzwords to start searching with? thanks jx

Share this post


Link to post
Share on other sites
Advertisement
"Depth of field"

You''ll find sample source code in the latest version of the DirectX 9 SDK (the summer update).

You''ll also find examples on the nVidia and ATI developer websites.

--
Simon O''Connor
3D Game Programmer &
Microsoft DirectX MVP

Share this post


Link to post
Share on other sites
Depth-of-field is one application of a jittered scene composited with the accumulation buffer. Of course, so is anti-aliasing, but the theme of all of these tricks is some sort of blurring. Which effect you get just depends on what kind of motion you decide to perform per composited frame.

Share this post


Link to post
Share on other sites
If there is no motion though... I want the camera and all objects to be static, and the scene to come in from a blurred haze to clarity... (kinda like my DirectX coding )

[edited by - Jx on November 17, 2003 11:19:02 AM]

Share this post


Link to post
Share on other sites
Well, that''s why I said motion in composited frames. For a particular position you want to render—whether it be one of many in transition or a still scene—you''ll render that many times with a certain amount of variance each time in the position. These renderings go to the accumulation buffer, in such a way that the pixel values are scaled by a certain amount; for instance, if the color value should end up as 1.0 and you''ve decided to do 4 jittered accumulations per frame, then the scaling factor is 1/4. Then that composite is shown as a single frame.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!