Jump to content
  • Advertisement
Sign in to follow this  
GraphicsBas

Fast Depth of Field Rendering with Surface Splatting

This topic is 4175 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

Im currently working on getting Depth of Field to work. I found a great paper from ATI and implemented this. But I soon found that a problem occures when using transparent objects. For instance, you have a window and behind it is a box. When focussed on the box the window should be blurred and when focussed on the window the box should be blurred through the window. After a while I found this paper. But I could not make a lot of sence of it. Did anyone implement DOF as presented in this paper and who would like to share the details with me? Or does someone know an other solution for this problem? GBS

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • 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!