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GPU Gems 3
book

GPU Gems 3

by Hubert Nguyen
August 2007
Intermediate to advanced
1008 pages
21h 13m
English
Addison-Wesley Professional
Content preview from GPU Gems 3

Chapter 28. Practical Post-Process Depth of Field

Earl Hammon, Jr. Infinity Ward

Introduction

In this chapter we describe a depth-of-field (DoF) algorithm particularly suited for first-person games. At Infinity Ward, we pride ourselves on immersing players in a rich cinematic experience. Consistent with this goal, we developed a technique for Call of Duty 4: Modern Warfare that provides depth of field’s key qualitative features in both the foreground and the background with minimal impact on total system performance or engine architecture. Our technique requires Shader Model 2.0 hardware.

Related Work

Overview

A rich body of work, dating back to Potmesil and Chakravarty 1981, exists for adding depth of field to computer-generated images. Demers (

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Publisher Resources

ISBN: 9780321545428Purchase book