Depth of Field Refactor #68468

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opened 2019-08-09 16:11:27 +02:00 by Clément Foucault · 29 comments

The current depth of field implementation is really slow, have artifact, have unpredictable performance.
The goal would be to implement something around the lines of UE4's Depth of field link.
This means having a gather approach for low brightness pixels and a scatter (sprite) approach for higher brightness pixels. Also a background reconstruction pass is described in the presentation.

Primary exploration of the gather approach has been done for the workbench Depth of field.

Estimate : 2 weeks

The current depth of field implementation is really slow, have artifact, have unpredictable performance. The goal would be to implement something around the lines of UE4's Depth of field [link](http://advances.realtimerendering.com/s2018/2018-08-13-SIGGRAPH-A-Life-of-a-Bokeh.pptx). This means having a gather approach for low brightness pixels and a scatter (sprite) approach for higher brightness pixels. Also a background reconstruction pass is described in the presentation. Primary exploration of the gather approach has been done for the workbench Depth of field. Estimate : 2 weeks
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High quality DoF can make or break a scene. It is as critical as motion blur for the hollywood look, even for stylized simple shading. Current Eevee implementation is very limited, and breaks easily with animation and close up occlusion.

Big thumbs up for Clément who pays attention to all of this.

High quality DoF can make or break a scene. It is as critical as motion blur for the hollywood look, even for stylized simple shading. Current Eevee implementation is very limited, and breaks easily with animation and close up occlusion. Big thumbs up for Clément who pays attention to all of this.

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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Clément Foucault self-assigned this 2021-02-22 17:49:02 +01:00
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Implemented in 000a340afa

Implemented in 000a340afa
Thomas Dinges added this to the 2.92 milestone 2023-02-08 16:16:04 +01:00
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Reference: blender/blender#68468
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