Hi Lars, I have read the document, but it is really into using defocus in games. Perhaps a feature request for BGE :). They do some tricks that will become visible when using this during compositing. Some parts I have already thought about (like slicing) but I don't think we can implement a speedy single node whit good quality that will be capable of handling all types of usages.
Jeroen. On 10/22/2010 06:52 PM, Lars Krueger wrote: > Why not try this: > > http://developer.amd.com/documentation/presentations/legacy/Chapter05-Filion-StarCraftII.pdf > > It even solves the color bleeding problem that 2.43 had. > > -------- Original-Nachricht -------- >> Datum: Fri, 22 Oct 2010 18:09:25 +0200 >> Von: Jeroen Bakker<[email protected]> >> An: bf-blender developers<[email protected]> >> Betreff: [Bf-committers] compositor defocus node >> Hi All, >> >> I have reverse engineered the compositor defocus algorithm to its purest >> form. the result I have posted on my blog. >> >> http://sicg.atmind.nl/index.php?option=com_content&view=article&id=29:blender-defocus-algorithm >> >> The current implementation is not depth aware. I am not sure that this >> is a real issue, as nobody complains. I am also not sure about the many >> filter types and settings. the circle has a faster algorithm then the >> rest of the filters, but visually they do not differ much. >> >> Hope it is helpful to you all. Btw I am pleased with the speedup (50% on >> my system). Will try on a GTX200 series next week. >> >> Cheers, >> Jeroen >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
