[Bf-committers] compositor defocus node

Jeroen Bakker j.bakker at atmind.nl
Sat Oct 23 11:10:47 CEST 2010

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.


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<j.bakker at atmind.nl>
>> An: bf-blender developers<bf-committers at blender.org>
>> 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
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