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    vol.17 FXAA.. as in Battlefield 3 ..

    After a long progress I finaly have come to an acceptable end.
    I made a Realtime Bokeh Depth of Field Auto Focus Post process wich is based on the iris of ur eye .Pretty straightforward calculations wich came together from various papers. I hope u like it .


    newest shot





    [SHOT]http://img197.imageshack.us/img197/7027/image653.jpg[/SHOT]




    newest Video http://www.youtube.com/watch?v=U5V3BYDaeYI
    http://www.youtube.com/watch?v=pyWmDIU4Q38

    My Progress:


    Post Processes:

    Screen Space Anti Aliasing (2008)
    Batman Arkaham Asylum´s Advanced 3D Stereo Trioviz´s (2010)
    Bleach bypass (2010)
    Edge detection (2010)
    Auto Focus Gausian Depth of Field (2010)
    Auto Focus Bokeh Depth of Field (2010)
    Screen Space Tangent Normals (2010)
    Screen Space Color Bleeding (2010)
    Cheap SSAO (2009)
    LensFlare (2010)
    HQ Spherical Chromatic Aberation w/ Hue (2010)
    HQ Cubique Chromatic Aberation w/Hue (2010)
    Film Grain (2009 before udk release)
    Vignetting (2009 before udk release)
    Hue Saturation (2009)
    Screen Space Fog based on Depth (2010)
    Poison Disc Sampling (2010)
    Posion Disc Blur (2010)
    Custom Shape Bokeh-Blur (2010)
    Anamorphic Lens Flare (2010)
    RGB/Image Noise (2010)
    Dynamic Tonemaping with Reinhards Tonemap operator (2010)


    //2011

    Crytek SSAO
    HDR Exponential Tonemaper (implemented into the Engine )
    HDR Exponential² Tonemaper (implemented into the Engine )
    Blue Shift (implemented into the Engine )
    Hexagonal ,Pentagonal and Circular Bokeh
    RGB noise for Blueshift (implemented into the Engine )
    HQ Chromatic Aberation (Cubic Lens distorted )
    Unsharp Mask
    Colour Grading (1D)
    fast auto focused 2Pass Depth of Field ( rotated Quad)
    auto focused 3Pass Depth of Field ( Hexagon)
    Colour shift
    FXAA
    3pass FXAA
    Bokeh with jittering
    Fast Chromatic Aberation


    ... alot more I dont remember ^^

    Shaders:

    Paralax Occlusion Mapping with offset limiting (2010)
    Paralax Mapping (2010)
    Steep Paralax Mapping (2010)
    Cubique Texture coordinates (2010)
    Cheap Sub Surface Scattering (2010)
    warped Diffuse Shading (2010)
    Fur Shading (2010)
    Procedural Sky Shading with renormalization (2010)
    Rim lighting (2009)
    angle based Reflection (2010)
    Phong and Blinn-Phong(2010)
    Cook-Torrance(2010)
    Strauss(2010)
    Ward Aniso and Isotropic (2010)
    Ashikhmin-Shirley (2010)
    Oren-Nayar (2010)
    ]


    If there are Questions and Intressts let me know.I can make Screenshots of ur levels with those shaders if u want to.

    Contact me on Yahoo experience_Indee@yahoo.com
    or with my Email Provider mgs-Schiefer@web.de



    Media:

    Video Auto Focus Bokeh DoF http://www.youtube.com/watch?v=eR2-8xmf09I

    Video Procedural Sky http://www.youtube.com/watch?v=3fq_dOUQbqk

    #2
    This looks realy cool!
    How is the focus depth/distance being set btw? A trace from the centre of the screen?
    It looks a little bit overdone btw, is the defocus ammount easilly changed?

    Comment


      #3
      It does look really cool, but just looking at those shots makes me really dizzy.
      I understand you have exadurated the effect but it would be cool to see it applied in a simillar fashion to how it would actually be used in games.

      Comment


        #4
        I think it adds a touch of realism, although if used more sparingly...

        Are you selling this shader?

        Comment


          #5
          this is really cool does it have a minimum distance in order to be focused on something or any distance?
          and is there a limit to object size in order for the focus to work?

          Comment


            #6
            It's a new step to photorealism! As for me, I found these pics with so good DOF effect just like I see everyday from my eyes. Awesome work!

            Comment


              #7
              Very nice shader! The effect is awesome, looks very realistic. It looks like it's quite heavy on the hardware though. How's the impact on the framerate while using it?

              Comment


                #8
                thnx guys
                Dr. Bearhands : its focus was calcualted by an average pixel calculation
                shahafyz57: its based on zdepth . the good thing is that udk supports alpha/translucent Zdepth so Its focus isnt dependent to the size just the distance its very acurate

                those shaders arent heavy.. I just have an fps hit from 15 fps quite a low cost for such a "realistic look"

                I think about Selling . but they are still wip

                there is a question How can I acces the rtt function in shaders means rendering the shader to a texture and then downsize/downsample it for a Heavy Blur.

                Comment


                  #9
                  Originally posted by Independentsoul View Post
                  those shaders arent heavy.. I just have an fps hit from 15 fps quite a low cost for such a "realistic look"
                  So what is the percentual hit exactly?
                  Btw if you want to improve it you may want to set the depth depending on a variable settable through script, that way you can do the trace thingy (focus in centre is slightly more realistic) and other things like smooth transition (or dare I say eye tracking).

                  Comment


                    #10
                    I didnt made this shader for such stuff its a standard focus (next step is slow adaption)

                    "I optimized the shader today"

                    "there is a question How can I acces the rtt function in shaders means rendering the shader to a texture and then downsize/downsample it for a Heavy Blur. "

                    here two screenshots u can see the fps on the right top side

                    [Screenshot]http://up.iranblog.com/Files3/08366f157216407ea59a.jpg[/Screenshot]
                    [Screenshot]http://up.iranblog.com/Files3/24e2984649a64a058ac5.jpg[/Screenshot]

                    Comment


                      #11
                      Originally posted by Dr Bearhands View Post
                      This looks realy cool!
                      How is the focus depth/distance being set btw? A trace from the centre of the screen?
                      It looks a little bit overdone btw, is the defocus ammount easilly changed?

                      It looks overdone because I wanted to show the effect..
                      Its fully controlable

                      Comment


                        #12
                        great! Also the drop in fps seems very reasonable

                        Comment


                          #13
                          ya does anyone know where I can get the sponza atrium from the lightmass demo ?

                          Comment


                            #14
                            here some new pics

                            1920x1080

                            [Screenshot]http://up.iranblog.com/Files3/6697529a7d1840488ba2.jpg[/Screenshot]
                            [Screenshot]http://up.iranblog.com/Files3/c718402b3fa941c18fb0.jpg[/Screenshot]

                            Comment


                              #15
                              Looks amazing, but please use the [screenshot] tags?

                              Comment

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