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simonjacoby

Depth of field with real bokeh?

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Hi,

just played Alan Wake. They have a really nice depth of field effect, with what seems like real bokeh, and it's seems *really* fast. I've seen some shaders with bokeh before, but they are all slow (Metro 2033's diffusion DOF for example, looks very nice but brings even a GTX480 to it's knees). Does anyone know how they pull it off?

Cheers,

Simon

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Just found an answer to my own question: A guy called Sebastian has updated the post-effect shaders for Crysis to do bokeh. Here's a link:

http://crymod.com/thread.php?threadid=59961&threadview=0&hilight=&hilightuser=0&page=1

Gorgeous stuff.

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There's a Tri-Ace presentation somewhere (sorry, no link) where they talk about their camera simulation including different kinds of bokeh for different aperture settings. I think one of the researcher's names is Masaki Kawase.

I think lost-planet did their bokeh by via some kind of R2VB trick - bright pixels were extracted from a down-sized buffer and used to generate 2d quads (textured with hexagons) at appropriate places on the screen.

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Quote:
Original post by Hodgman
There's a Tri-Ace presentation somewhere (sorry, no link) where they talk about their camera simulation including different kinds of bokeh for different aperture settings. I think one of the researcher's names is Masaki Kawase.

Here's the link for the wonderful presentation from Tri-Ace.
http://research.tri-ace.com/Data/SO4_flexible_shader_managment_and_postprocessing.ppt

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