Blender V4.3
eevee_depth_of_field.cc File Reference
#include "DRW_render.hh"
#include "BKE_camera.h"
#include "DNA_camera_types.h"
#include "GPU_platform.hh"
#include "GPU_texture.hh"
#include "GPU_uniform_buffer.hh"
#include "eevee_camera.hh"
#include "eevee_instance.hh"
#include "eevee_sampling.hh"
#include "eevee_shader.hh"
#include "eevee_shader_shared.hh"
#include "eevee_depth_of_field.hh"

Go to the source code of this file.

Namespaces

namespace  blender
 
namespace  blender::eevee
 

Detailed Description

Depth of field post process effect.

There are 2 methods to achieve this effect.

  • The first uses projection matrix offsetting and sample accumulation to give reference quality depth of field. But this needs many samples to hide the under-sampling.
  • The second one is a post-processing based one. It follows the implementation described in the presentation "Life of a Bokeh - SIGGRAPH 2018" from Guillaume Abadie. There are some difference with our actual implementation that prioritize quality.

Definition in file eevee_depth_of_field.cc.