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Camera Blurring
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"Depth of field"
You''ll find sample source code in the latest version of the DirectX 9 SDK (the summer update).
You''ll also find examples on the nVidia and ATI developer websites.
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Simon O''Connor
3D Game Programmer &
Microsoft DirectX MVP
You''ll find sample source code in the latest version of the DirectX 9 SDK (the summer update).
You''ll also find examples on the nVidia and ATI developer websites.
--
Simon O''Connor
3D Game Programmer &
Microsoft DirectX MVP
Depth-of-field is one application of a jittered scene composited with the accumulation buffer.
Of course, so is anti-aliasing, but the theme of all of these tricks is some sort of blurring. Which effect you get just depends on what kind of motion you decide to perform per composited frame.
Well, that''s why I said motion in composited frames. For a particular position you want to render—whether it be one of many in transition or a still scene—you''ll render that many times with a certain amount of variance each time in the position. These renderings go to the accumulation buffer, in such a way that the pixel values are scaled by a certain amount; for instance, if the color value should end up as 1.0 and you''ve decided to do 4 jittered accumulations per frame, then the scaling factor is 1/4. Then that composite is shown as a single frame.
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