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Pthalicus

Particles with DOF

5 posts in this topic

Good evening,

I'm just wondering how everyone else tackles the issue of integrating depth of field with particle systems. The usual method of using the depth buffer as input to the DOF effect won't work with transparency since only the nearest depth layer is stored (obviously) - resulting in distant transparent geometry being incorrect when behind closer transparent geometry.

It doesn't need to be perfect, it just needs to [i]look[/i] "ok".

Unfortunately, in this scenario all of the particles are packed throughout the scene - and the focal range for the DOF is fairly small - so the transition between in-focus, and out-of-focus, must be smooth. (So I can't say: "These are out-of-focus, and these are in-focus")

Any suggestions? My google-fu isn't great today.

Cheers,
Tom
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Hmm. This is not something I've thought through clearly, but what if you scale the particles by their distance from the focal plane, and also bias the mip sample based on the distance? I'm thinking that if you deliberately sample a mipmap that is too small onto an expanded particle, you can create stretching that might make a reasonable fill-in for a blur.
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Possibly if, while rendering your particles, you take a secound copy of the depth buffer and output the particles depth but alpha blended. This may affect your DoF blur in just the right way. - Or it will look somewhat stupid, have not actually tested it.
Seems kind of excessive if you don't have much particles aswell.
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Thanks guys

ginkgo: Sorting [i]is [/i]possible[i], [/i]but a pain since the particles are generated on the GPU. Though I like the idea Promit and yourself mentioned about scaling the quads and varying the mip-sample. This might work nicely, and if it merges well with the scene DOF, I'll go with that - since it's relatively cheap.

JimC1664: I'm not sure that will look right, something about it doesn't feel right - I could additively blend the depth, then use that to find centre of the particles for that pixel, but that feels wrong.

CukyDoh: Looking at those images, it looks like they just completely ignored the particles depth, and applied the DOF using the scene depth after drawing the particles.
I've seen inferred lighting, and if I were using it, then yes DOF using each layer's depth would be nice.
DOF pass per render batch doesn't seem feasible in this case; the individual particle systems can merge together, so this might introduce "popping" artefacts. Also, there are many systems visible at once - meaning many DOF passes, which is extremely expensive in this case.

I'll go ahead with applying the DoF manually, scaling the particles, and varying the mip level and see how it looks.

Cheers guys.
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