Hi, I've submitted my first draft to you through the GSoC website. I am still working on it, but I submitted because I want to know if I am on the right track. Please, let me know of any changes.
Thanks, Matheus de Sousa Faria On Sun, Mar 20, 2016 at 5:04 AM Jeroen Bakker <[email protected]> wrote: > Hello Matheus, > > On 03/20/2016 06:03 AM, Matheus Sousa Faria wrote: > > Hey, > > > > Thanks for the answers! I've been studying the nodes and the techniques > to > > finish my proposal. And I have more questions: > > > > 1. What is the difference between directional and vector blur? I saw > in > > the practice the difference, but I want to know conceptually, why to > > keep both nodes if they create the same effect (Motion Blur)? > Well both were designed for the same use-case. Mimicking motion > artifacts of typical video footage. Directional blur is a limitted, but > faster, vector blur has more options, other limitations around the > border of the image and is slower. > > Most of the time in compositing artists can chose which node supports > their purpose the best. To my knowledge the vector blur node is used a > lot, the directional blur not that much. > > 2. I was doing some the tests with the glare node and this question > came > > to my mind: What is the difference of fog glow and blur + mix? I > generated > > the same scene using the glare node, and using the blur node with > the mix > > to combine the original image with the blurred one. The result seems > the > > same to me. > Fog uses a convolve kernel with a Hartley Transform. The convolve kernel > is more precise than the normal blurs. But I can imagine you can get > visually the same results when using the blur node. It could be written > as a Bokeh (which is a convolve kernel itself) and use the > BokehBlurOperation. But not sure about the details as it also does some > post color corrections... > > > 3. And about the technic used in the Ghost Glare, is there any > reference > > to it? I mean a paper or something, the closest thing that I found > about > > this effect are the crepuscular rays[1]. > Not sure if that exists. It was written back in 2006? Perhaps Ton knows > if a specific paper was being used for the algorithm. > > > 4. Do you recommend any reference (papers, books, etc) about glares? > The > > things that I found were about the common glare/glow effect[2]. > > > > > > [1] http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html > > [2] http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html > I do know of some gaming/animation papers that creates very good result. > - not realistic: > http://john-chapman-graphics.blogspot.nl/2013/02/pseudo-lens-flare.html > - relastic but only for point based light sources: > http://resources.mpi-inf.mpg.de/lensflareRendering/ > > I most of the time use the latter one for references. It is a difficult > algorithm, but has very good results. Might be a bit slow on the cpu as > it generates meshes for rendering. > > Jeroen > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- Matheus de Sousa Faria Software Engineering Student _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
