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GPU Pro 5
book

GPU Pro 5

by Wolfgang Engel
May 2014
Intermediate to advanced
522 pages
16h 1m
English
A K Peters/CRC Press
Content preview from GPU Pro 5
3
III
BokehEffectsontheSPU
Serge Bernier
3.1 Introduction
Graphics programmers work hard to spend their per-frame millisecond budget
wisely—by ensuring the color buffer gamma is correct, using a true high dynamic
range pipeline, or trying to have the best antialiasing technique possible. There-
fore it can be surprising to actually spend more milliseconds to produce a blurred
image! Many games use depth of field (DOF) to focus the player’s attention on a
particular part of the frame, as well as to reinforce the depth illusion in the ren-
dered image. Depth of field has a natural home in cutscenes, which typically have
a more cinematographic feel, using framing ...
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Publisher Resources

ISBN: 9781482208641