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Depth of Field




       http://ozlael.egloos.com/
DOF 란
●   피사계심도
●   사진 렌즈로 어떤 거리의 피사체에 초점을
    맞추면 그 앞쪽 [ 近點 ] 과 뒤쪽 [ 遠點 ] 의
    일정한 거리 내에 초점이 맞는데 이때 그 범
    위를 이르는 말 .
●   PhotoRealistic Rendering
Pinhole Camera Model
Thin Lens Camera Model
Implementation
●   Simulation of CoC
●   Pass 1 : Scene Rendering
●   Pass 2 : Pos-processing
Pass 1 : Scene Rendering
●   장면 랜더링
●   Depth and Blurriness factor
●   MRT 사용
Pass 1 : Scene Rendering
●   Depth
Pass 1 : Scene Rendering
●   Mapping Depth to Blur
                              Focal Range



      1                                                         Blur

                                                                Depth



     -1
                                Focal Dist



float blur = saturate( abs( depth - focalDist) * (2/focalRange));
Pass 1 : Scene Rendering
●   MRT output
Pass 2 : Pos-processing
●   Use CoC
●   Poisson distribution
Pass 2 : Pos-processing
●   Blurriness 와 Filter Size
Pass 2 : Pos-processing
●   Leaking
Pass 2 : Pos-processing
// Get center sample
float4 colorSum = tex2D(SceneColorSampler, v.vTexCoord);
float2 centerDepthBlur = tex2D(DepthBlurSampler, v.vTexCoord);
// Compute CoC size based on blurriness
float sizeCoC = centerDepthBlur.y * maxCoC;
float totalContribution = 1.0f;
// Run through all taps
for (int i = 0; i < NUM_DOF_TAPS; i++)
{
         // Compute tap coordinates
         float2 tapCoord = v.vTexCoord + filterTaps[i] * sizeCoC;
         // Fetch tap sample
         float4 tapColor = tex2D(SceneColorSampler, tapCoord);
         float2 tapDepthBlur = tex2D(DepthBlurSampler, tapCoord);
         // Compute tap contribution
         float tapContribution = (tapDepthBlur.x > centerDepthBlur.x) ? 탭의 깊이 비교
                                 1.0f : tapDepthBlur.y;
         // Accumulate color and contribution             샘플링 탭이 Blurriness 0 면 색이 적용   X
         colorSum += tapColor * tapContribution;
         totalContribution += tapContribution;
}
// Normalize to get proper luminance
float4 finalColor = colorSum / totalContribution;

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DOF

  • 1. Depth of Field http://ozlael.egloos.com/
  • 2. DOF 란 ● 피사계심도 ● 사진 렌즈로 어떤 거리의 피사체에 초점을 맞추면 그 앞쪽 [ 近點 ] 과 뒤쪽 [ 遠點 ] 의 일정한 거리 내에 초점이 맞는데 이때 그 범 위를 이르는 말 . ● PhotoRealistic Rendering
  • 5. Implementation ● Simulation of CoC ● Pass 1 : Scene Rendering ● Pass 2 : Pos-processing
  • 6. Pass 1 : Scene Rendering ● 장면 랜더링 ● Depth and Blurriness factor ● MRT 사용
  • 7. Pass 1 : Scene Rendering ● Depth
  • 8. Pass 1 : Scene Rendering ● Mapping Depth to Blur Focal Range 1 Blur Depth -1 Focal Dist float blur = saturate( abs( depth - focalDist) * (2/focalRange));
  • 9. Pass 1 : Scene Rendering ● MRT output
  • 10. Pass 2 : Pos-processing ● Use CoC ● Poisson distribution
  • 11. Pass 2 : Pos-processing ● Blurriness 와 Filter Size
  • 12. Pass 2 : Pos-processing ● Leaking
  • 13. Pass 2 : Pos-processing // Get center sample float4 colorSum = tex2D(SceneColorSampler, v.vTexCoord); float2 centerDepthBlur = tex2D(DepthBlurSampler, v.vTexCoord); // Compute CoC size based on blurriness float sizeCoC = centerDepthBlur.y * maxCoC; float totalContribution = 1.0f; // Run through all taps for (int i = 0; i < NUM_DOF_TAPS; i++) { // Compute tap coordinates float2 tapCoord = v.vTexCoord + filterTaps[i] * sizeCoC; // Fetch tap sample float4 tapColor = tex2D(SceneColorSampler, tapCoord); float2 tapDepthBlur = tex2D(DepthBlurSampler, tapCoord); // Compute tap contribution float tapContribution = (tapDepthBlur.x > centerDepthBlur.x) ? 탭의 깊이 비교 1.0f : tapDepthBlur.y; // Accumulate color and contribution 샘플링 탭이 Blurriness 0 면 색이 적용 X colorSum += tapColor * tapContribution; totalContribution += tapContribution; } // Normalize to get proper luminance float4 finalColor = colorSum / totalContribution;