It's as simple as this:
You have an image with Drake in the foreground and a wall in the background. You want Drake in focus and the background out of focus. You create a mask (literally 'cut' Drake out of the picture) and blur everything but Drake.
Then Drake moves and the edges of that blur filter you just applied to the background 'bleeds' into the character as it moves and so you see the edge going funny.
Some games do the opposite and have a thin layer around the character which is not blurred - before the blur mask 'hits' the background. It's probably to do with the 'thickness' of the filter and the speed with which it is applied to the image.
That's exactly how you would 'fake' DOF in photoshop and one would assume that this is exactly how a post-process effect would be applied in games to get cheap and fast DOF. Only I would also assume that in a game the mask selection would be based on the real depth of the character, as that information is available in the pipeline, and not on colour values as in photoshop.
It's an assumption but I daresay a very informed assumption.
The end
You have an image with Drake in the foreground and a wall in the background. You want Drake in focus and the background out of focus. You create a mask (literally 'cut' Drake out of the picture) and blur everything but Drake.
Then Drake moves and the edges of that blur filter you just applied to the background 'bleeds' into the character as it moves and so you see the edge going funny.
Some games do the opposite and have a thin layer around the character which is not blurred - before the blur mask 'hits' the background. It's probably to do with the 'thickness' of the filter and the speed with which it is applied to the image.
That's exactly how you would 'fake' DOF in photoshop and one would assume that this is exactly how a post-process effect would be applied in games to get cheap and fast DOF. Only I would also assume that in a game the mask selection would be based on the real depth of the character, as that information is available in the pipeline, and not on colour values as in photoshop.
It's an assumption but I daresay a very informed assumption.
The end
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