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Old 29-Apr-2009, 13:31  
ultragpu
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Join Date: Apr 2004
Location: Australia
Posts: 2,353
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Quote:
Originally Posted by Ether_Snake View Post
Sorry for bumping this very old article but with the newly released Lost Planet 2 videos, I looked up motion blur articles and stumbled on this one.

The part I'm really interested in is the way they do depth of field as described in the article. While this was implemented on PC for DX10 supported graphics cards, I am wondering if this might also be on LP2 on 360?

Basically, I'd like to suggest using this at work on a future project, or something similar, but I'm wondering if this is too costly on PS3/360?

And just wondering to make sure I understand; they basically use an alpha hexagonal texture mapped to triangles that are covering the screen (like a plane subdivided into many triangles), and the rendered images are projected onto the proper triangles, (and then everything is added to an accumulation buffer to get the blurred results)?

I'm just fuzzy on how those triangles are laid out, and how the multiple viewport rendering results are applied to them (it sorts which triangle correspond to which depth?).

Thanks for the time! This was quite an interesting article!
It might be slightly off topic, but why would depth of field be too much for consoles, at least Uncharted 2 has demonstrated such an effect.
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