depth-of-field
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Now that I have your attention, I'd like to talk about some movie making tool that I've been working on. Conveniently named image, it has one specific design goal: to capture images as would real life cameras. image currently features motion blur and depth-of-field capabilities coupled with lightning and tone mapping so as to preserve as much color depth as possible. image opens up some new creative possibilities that would otherwise be impossible.
The motion blur alone works as fast as your PC can render 1000 frames per in game second. Latest tests put a speed of 48 seconds for 1 in game second (This value is subject to decrease when cpu simd extensions are implemented). However these speeds drop consequently when depth-of-field is enabled, increasing by an order of magnitude. Hence the reason I'm opening the beta to anyone interested in giving a hand.
#image
Thanks to www.violenceisbad.org for hosting and especially to ogrec for his dedication and feedback.
Latest build: image-0_9_0.zip
Tutorial: capturing image
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Now that I have your attention, I'd like to talk about some movie making tool that I've been working on. Conveniently named image, it has one specific design goal: to capture images as would real life cameras. image currently features motion blur and depth-of-field capabilities coupled with lightning and tone mapping so as to preserve as much color depth as possible. image opens up some new creative possibilities that would otherwise be impossible.
The motion blur alone works as fast as your PC can render 1000 frames per in game second. Latest tests put a speed of 48 seconds for 1 in game second (This value is subject to decrease when cpu simd extensions are implemented). However these speeds drop consequently when depth-of-field is enabled, increasing by an order of magnitude. Hence the reason I'm opening the beta to anyone interested in giving a hand.
#image
Thanks to www.violenceisbad.org for hosting and especially to ogrec for his dedication and feedback.
Latest build: image-0_9_0.zip
Tutorial: capturing image
I remember they talked about adding motion blur to Quake 1 but in the end they realize it was just a lil to cpu intensive :P
But the blur(unsharpness) in the depth-of-field look like big pixels not as smooth as with a real camera and not as smooth as AE cameras depth-of-field effect.
Hope image will be as big as q3mme is in q3.
Any way to make it smoother? maybe make em smaller?
Also, the motion blur implementation relates to real life motion blur as you would expect from a camera. It process the captured frames using an IIR (infinite impulse response) filter which means that every single pixel ever rendered will contribute to the final frame captured.
PS: I should also add that the tool is completely independant of the game, it should work with any q3 based game and can be made to work with any opengl application. Also, there's no screenshot limit.
Doesn't that conflict with the design goal "to capture images as would real life cameras"?
Also, the way the motion blur is implemented yields better quality and compression while encoding since there is more temporal data between the key frames.
Its captures faster then wrap when depth of field is disabled (camera.aperture.size 0)
and is it the same idea that only 25 fps wrights(saves?) to(on) the hard drive?
scroll a bit down and dl clip made with image.
you dont have to bug with weights and calculations - you write framerate you want for your clip and set camera.film.exposure (regulates the strength of motion blur) value to whatever you feel is smoothest :)
feedback coming later/tomorrow
if you dont see thing like that IRL _YOU_ should go "see" an optician
nhf
image
Depth of Field
camera.aperture.size - sets the strength of depth of field effect
camera.focus.radius - sets the radius of circle in which the tool scans for closest object, its value is in pixels recommended for 1st person dof - 16
camera.focus.speed - sets time needed to change the focus, recommended for 1st person 0.01
camera.film.exposure - sets strength of the motion blur
cl_avidemo - tool hooks to this command, it always captures @ avidemo 1000 so instead of 1000 you need to write desired framerate for final clip (example: you want to create 25fps clip - cl_avidemo 25)
(Sounds really good!)
tutorial for d-o-f is here too