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Depth of Field Refactor
Closed, ResolvedPublicTO DO

Authored By
Clément Foucault (fclem)
Aug 9 2019, 4:11 PM
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Description

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

Event Timeline

Clément Foucault (fclem) lowered the priority of this task from 90 to Low.Aug 9 2019, 4:11 PM
Clément Foucault (fclem) created this task.

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.