New demo

Humus

Crazy coder
Veteran
I've got a new depth of field demo. :)

A screenshot as the tradition mandates, but the effect isn't so obvious at this resolution:
depthoffield2.jpg


And the link:
http://www.humus.ca/

Enjoy! :)
 
Look cool! However, isn't the effect a bit overdone? Look at this example:



There's no focus, even the centre of the frame is blurred.
 
Mordenkainen said:
Look cool! However, isn't the effect a bit overdone? Look at this example:



There's no focus, even the centre of the frame is blurred.

I think that's because the middle pixel is actually at the back wall, it looks quite sharp. If you shift the view slightly to the right the focus should go on the middle wall instead.
 
I have not d/l your demo but does the DOF effect work everytime I want to focus on something specific, whether near or far?

:) :)
 
Neat!

(IMO, dof should only be used for in-game cinematics ala Halo 2.)

Reverend said:
I have not d/l your demo but does the DOF effect work everytime I want to focus on something specific, whether near or far?

:) :)

It seems to focus on the center "object" on the screen, so yes. :)
 
Humus said:
I think that's because the middle pixel is actually at the back wall, it looks quite sharp. If you shift the view slightly to the right the focus should go on the middle wall instead.

You're right. Thanks for the heads-up.
 
Well, this is a first. This demo won't even run for me. I have tested older demos and everything seems to be working fine. DepthOfField2.exe, however, completely hangs my system with nothing in the viewport and CPU pegged at 100%; the system becoming extremely sluggish (it even Blue Screened once, something I have not seen in a long time).

System:

Windows XP Pro SP2 (DX 9.0c)

XFX Geforce 6800 Ultra & Forceware 67.03 (beta)
VIA KT800Pro (Asus A8V Deluxe) mainboard
AMD Athlon 64 3500+ CPU
1GB DDR-400 in dual channel
 
Mordenkainen said:
Humus said:
I think that's because the middle pixel is actually at the back wall, it looks quite sharp. If you shift the view slightly to the right the focus should go on the middle wall instead.

You're right. Thanks for the heads-up.

Actually, upon closer inspection there was a bug. It was focusing on the back wall even when you look at the middle wall. My collision testing code is a bit wacky at times, and I had copy'n'pasted some code that was tuned for another demo that needed the parameters to be tuned for it to work correctly. I've uploaded a fixed version.

Edit: Forgot to mention, I added blurriness control as well. Use the + and - keys to change how much depth blur there is.
 
wireframe said:
Well, this is a first. This demo won't even run for me. I have tested older demos and everything seems to be working fine. DepthOfField2.exe, however, completely hangs my system with nothing in the viewport and CPU pegged at 100%; the system becoming extremely sluggish (it even Blue Screened once, something I have not seen in a long time).

System:

Windows XP Pro SP2 (DX 9.0c)

XFX Geforce 6800 Ultra & Forceware 67.03 (beta)
VIA KT800Pro (Asus A8V Deluxe) mainboard
AMD Athlon 64 3500+ CPU
1GB DDR-400 in dual channel

A guy commenting on my website who also had problems with 6800 found that blending the font texture caused the problem, for a reason beyond my comprehension. If that's the problem, then just disabling the FPS counter should let it run. Just set HKEY_LOCAL_MACHINE\SOFTWARE\Humus\ShowFPS to 0 and see if it works.
 
Humus said:
A guy commenting on my website who also had problems with 6800 found that blending the font texture caused the problem, for a reason beyond my comprehension. If that's the problem, then just disabling the FPS counter should let it run. Just set HKEY_LOCAL_MACHINE\SOFTWARE\Humus\ShowFPS to 0 and see if it works.

Good news. Disabling the FPS counter allows the program to run normally. Unfortunately it still crashes if I wish to use the menu to set options...those pesky fonts.

Thanks for another demo :D
 
This reminds me, I need to check out some more of your demos now that I have a halfway capable card. Too bad they're mostly OpenGL, or I might learn something from them :)
 
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