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authorClément Foucault <foucault.clem@gmail.com>2019-01-24 19:28:51 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-25 17:02:49 +0300
commit3f6e14e667c4442bcc1f4d1fc795633cc706150f (patch)
treec0501be8f98350b1d5907d7a37b4382f38c1a4b7 /source/blender/shader_fx
parentaae2bf77351103b15e5a97daed7f396a546c001c (diff)
Workbench: Depth Of Field: Initial Commit
The algorithm used is borrowed from : http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html This makes it possible to have a decent blur for foreground over defocused background in one pass only. The algorithm is using a gather approach that is much faster than the scatter approach used in Eevee. This makes it possible to have custom bokeh shapes (not implemented yet) which would be impossible with a separable gaussian technique. The blur is done in 2 steps. The first one define the shape of the bokeh and the second that fill the undersampling. A downsample max-CoC tile texture speed up the gathering process.
Diffstat (limited to 'source/blender/shader_fx')
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