
Depth of Field Shader
10 months ago
This composition simulates depth of field. The left half is the normal rendering, the right half is passed through a Depth of Field filter. The filter takes a focal point, depth of field, normal image, blurred image, and depth image input, and combines them all to blur the frame based on distance from the focal point.
Despite the complex sounding nature, this composition runs at 30fps on my crappy GMA950 (!!). Enough to actually impress me, even :)
It's likely a bit difficult to see due to a small video, and vimeo transcoding. The original probably doesn't show it much better, but it'll have to do for now... :(
(depth buffer reading might make its way into the next GLTools release ;)
Despite the complex sounding nature, this composition runs at 30fps on my crappy GMA950 (!!). Enough to actually impress me, even :)
It's likely a bit difficult to see due to a small video, and vimeo transcoding. The original probably doesn't show it much better, but it'll have to do for now... :(
(depth buffer reading might make its way into the next GLTools release ;)
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Very impressive! I'd vote for the depth-buffer to be made accessible, definitely! (and have already)
Great stuff!!
a|x
It looks like this: 1/18/09 8:41:23AM Quartz Composer[37161] *** OpenGL error 0x0502 (invalid operation) in function "-[QCImageTextureBuffer endRenderTextureAndFinish:]" (That's obviously not our code ;) -- though we might be mishandling something I guess. Like I said, still experimental, and this was a quick mock-up to see if performance was better than the old way.
[Correction: Just added some more sanity checks/cleanup, and it went away. Looks like some texture property wasn't preserved correctly in some cases. -- Guess it makes the cut in the next GLTools release :)]