Logo by kameelian - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Visit the official fractalforums.com Youtube Channel
 
*
Welcome, Guest. Please login or register. April 18, 2024, 12:55:42 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: [1] 2 3   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: Depth Of Field test  (Read 9540 times)
0 Members and 1 Guest are viewing this topic.
Buddhi
Fractal Iambus
***
Posts: 895



WWW
« on: April 10, 2010, 07:38:15 PM »

I'm playing a little with z-Buffer effects. I have successfully implemented to my program "Depth of Field" effect and "Screen Space Ambient Occlusion". Z-Buffer is really cool smiley Bellow there are some examples

Edit: Deep -> Depth
(sorry for mistake)






« Last Edit: April 10, 2010, 08:56:59 PM by Buddhi » Logged

knighty
Fractal Iambus
***
Posts: 819


« Reply #1 on: April 10, 2010, 08:48:33 PM »

Do you mean "depth of field" or is it the name you've given to it?
Anyway it's awesome! How are you doing it?
Logged
cbuchner1
Fractal Phenom
******
Posts: 443


« Reply #2 on: April 10, 2010, 08:55:31 PM »

Pure awesomeness. Thanks for sharing.

Now all we need is have these algorithms running in real time on GPUs.

Logged
subblue
Conqueror
*******
Posts: 116



WWW
« Reply #3 on: April 10, 2010, 09:13:06 PM »

Very nice. I simulated a crude DOF with a depth buffer pass which worked ok until you have an in focus edge in front of a much further back surface. Yours looks much smoother.
Logged

www.subblue.com - a blog exploring mathematical and generative graphics
reesej2
Guest
« Reply #4 on: April 11, 2010, 07:56:21 AM »

Wow, looks as though it were taken by an actual camera...
Logged
subblue
Conqueror
*******
Posts: 116



WWW
« Reply #5 on: April 11, 2010, 09:35:52 AM »

Buddhi: I'm interested to know what rules you are using for colouring the surface of the fractal?
Logged

www.subblue.com - a blog exploring mathematical and generative graphics
Saquedon
Conqueror
*******
Posts: 108



saquedon Saquedon saquedon
WWW
« Reply #6 on: April 11, 2010, 01:29:28 PM »

Great this really adds another level... alien
Logged

Buddhi
Fractal Iambus
***
Posts: 895



WWW
« Reply #7 on: April 11, 2010, 02:50:37 PM »

Buddhi: I'm interested to know what rules you are using for colouring the surface of the fractal?

For coloring the surface of Mandelbox fractal I use absolute value from last iteration. For Mandelbulbs the best for me is to use value of minimum distance to the point orbit trap located in {0,0,0} (exactly the same like for fake ambient occlusion).

Below there is the next image with DOF effect

Logged

Buddhi
Fractal Iambus
***
Posts: 895



WWW
« Reply #8 on: April 11, 2010, 08:15:18 PM »

Next two images:


http://www.fractalforums.com/index.php?action=gallery;sa=view;id=2059


http://www.fractalforums.com/index.php?action=gallery;sa=view;id=2060
Logged

gaston3d
Guest
« Reply #9 on: April 11, 2010, 08:23:28 PM »


great!

is it z-buffer based gaussian blur?
Logged
Buddhi
Fractal Iambus
***
Posts: 895



WWW
« Reply #10 on: April 11, 2010, 08:56:47 PM »

is it z-buffer based gaussian blur?

My algorithm is based on z-buffer but this is not typical blur. With normal blurring methods it is nearly impossible to render DOF effect on first image plane. On the edges of near objects it have to blur only nearest object without blurring background. I used something like "reverse blur". In normal blur method we can use for example convolution matrix. Actual point is computed as a weighted sum of adjacent pixels.
In my method z-buffer is sorted form the farthest pixels to the nearest. Next starting form the farthest pixels, each actual pixel is spread to adjacent pixels with proper opacity, according to blur strength and distance form centre pixel. Final effect is nice and rendering is not so slow but now I don't have idea how to use multiple CPUs for rendering this effect. Pixels has to be rendered in proper order and in this case it is difficult to divide operations for many threads.
Logged

knighty
Fractal Iambus
***
Posts: 819


« Reply #11 on: April 11, 2010, 09:09:02 PM »

Great effect! These pictures look like they were tooken using a macro lens smiley
Thanks for the explanation. I'm eager to see it in the next version of mandelbulber. grin
Logged
bib
Global Moderator
Fractal Senior
******
Posts: 2070


At the borders...


100008697663777 @bib993
WWW
« Reply #12 on: April 11, 2010, 09:29:14 PM »

The last two images are particularly striking. Congrats for this feature that really brings a new dimension.
Logged

Between order and disorder reigns a delicious moment. (Paul Valéry)
cbuchner1
Fractal Phenom
******
Posts: 443


« Reply #13 on: April 11, 2010, 09:32:32 PM »

Next two images:

I could imagine playing a 3D space shooter in the innards of this fractal (the second one). Place a few cannons and blasters here and there and bring on the alien ships.
Logged
Buddhi
Fractal Iambus
***
Posts: 895



WWW
« Reply #14 on: April 11, 2010, 10:16:17 PM »

Links for full resolution images:
http://fc08.deviantart.net/fs71/f/2010/101/4/e/Mandelbox_DOF_by_KrzysztofMarczak.jpg
http://fc05.deviantart.net/fs70/f/2010/101/6/0/Mandelbox_DOF_2_by_KrzysztofMarczak.jpg
http://fc05.deviantart.net/fs70/f/2010/101/5/d/DOF_Test_3_by_KrzysztofMarczak.jpg
Logged

Pages: [1] 2 3   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
Rusty Ball Bearings (Depth of Field) Images Showcase (Rate My Fractal) ClydeFrog 0 1042 Last post July 04, 2012, 07:49:05 AM
by ClydeFrog
Depth of Field in animation Mandelbulb 3d porco 4 2826 Last post January 17, 2013, 12:08:54 PM
by porco
Problems with field-depth and unwanted colour-cycling (with video) Mandelbulb 3d Chillheimer 2 1914 Last post February 01, 2014, 11:38:34 PM
by Chillheimer
urgent issue with depth of field Bug Reporting taurus 2 1909 Last post January 29, 2014, 02:13:14 PM
by taurus
Are there any tutorials out there for using Depth Of Field? Tutorials chaos_crystal 2 2353 Last post May 14, 2014, 04:01:37 AM
by Kausemus

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.196 seconds with 24 queries. (Pretty URLs adds 0.012s, 2q)