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mattkeeter.com
| | blog.voxagon.se
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| | When I implemented bokeh depth of field I stumbled upon a neat blending trick almost by accident. In my opinion, the quality of depth of field is more related to how objects of different depths blend together, rather than the blur itself. Sure, bokeh is nicer than gaussian, but if the blending is off the whole thing falls flat. There seems to be many different approaches to this out there, most of them requiring multiple passes and sometimes separation of what's behind and in front of the focal plane. I ...
| | lisyarus.github.io
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| | mikejsavage.co.uk
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| | gist.github.com
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| An example of using OpenGL shaders (and indexed drawing) in Nim - nim_opengl_shader_example.nim