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4
votes
1answer
95 views

Deriving blur from real optical formulae

Looking at the Wikipedia page for Circle of Confusion, and at such posts as this one, I completely understand how to calculate the values for near, far, focal planes and hyperfocal distance. I am also ...
4
votes
2answers
271 views

Making low discrepancy sequence noise textures, not LDS sample positions

When making sampling locations, there is a lot of information out there on how to do white noise sampling, uniform sampling, uniform+jittered sampling, low discrepancy sequence sampling (eg halton) ...
2
votes
1answer
124 views

What is a common approach to smooth structures in textures?

I have a screen-aligned texture resulting from multiple rendering passes. It looks about this: I want the edges to appear smoother than they do now (but still keep their characteristic shape). When ...
1
vote
0answers
57 views

Motion Blur via depth re-construction too sensitive

So I have implemented motion blur via depth re-construction using the depth texture and a previous view projection matrix. The shader basically finds the texel coordinate in by using the previous (...
3
votes
0answers
34 views

Is this the correct interpretation of the separable SSS artistic model?

I'm trying to understand the separable subsurface scattering algorithm, but I'm a little confused on what the parameters mean from a notation and implementation standpoint, particularly for the ...
8
votes
2answers
446 views

Why is AO considered Post-Processing?

Ambient Occlusion is a physical approximation to occlude ambient light. If ambient light is not considered post-processing, why is AO? Ambient occlusion has the same inputs as regular deferred ...
6
votes
1answer
188 views

Artifacts when gamma correcting

Doing post-process gamma correction is showing texture artifacts, here is a small example on a skybox: The first image is gamma correcting on the skybox shader and seems correct, the lower is doing ...
6
votes
1answer
1k views

How is motion blur implemented in modern realtime renderers?

When realtime renderers (such as 3d games) have motion blur, how is it usually implemented? I think I've heard something about needing to have motion vectors for each pixel but I'm not sure about ...
4
votes
1answer
270 views

How does directional Gaussian blurring work?

In image editing software, you often have the ability to do a directional blur where you can choose and angle and a magnitude of a blur. How does this actually work in practice with Gaussian blurring?...
4
votes
1answer
560 views

Is doing multiple Gaussian blurs the same as doing one larger blur?

To make Gaussian blurring a 2d image faster, I know that you can do one axis and then the other. I'm wondering though, if I did two Gaussian blurs of size $N$, would that be the same mathematically ...
9
votes
1answer
3k views

How does temporal reprojection work?

Temporal anti aliasing (and other temporal algorithms) work by matching pixels this frame with pixels from the last frame and then using that information. I get that you can use the last and current ...
9
votes
1answer
1k views

How is Depth of Field Implemented?

I know that depth of field involves blurring. There's some great information about how to do a Gaussian blur in the question How is Gaussian Blur Implemented? But, other than that, how is depth of ...