how to fix sharp edges? used DOF. path tracing is a solution but too expensive fun. i’ve already tweaked all properties i could but no luck.
as playground i used https://playground.babylonjs.com/#DX6AV#4
how to fix sharp edges? used DOF. path tracing is a solution but too expensive fun. i’ve already tweaked all properties i could but no luck.
I think it needs more AA in a render target but @Evgeni_Popov will help more than I can here
AA used maximum i could. also thought about scaling vertices and scaling down UV depending on depth but it’s too not out of the box solution. anyway thank you for reply and tagging Evgeni
also found that Sketchfab sneakers sample has blurred edge but i don’t know what engine they’re using
The lens rendering pipeline is deprecated, you should use the default rendering pipeline instead, which calculates another depth of field effect, with different parameters:
Perhaps you will be able to better achieve what you want.
for answer your thankful i am i played around with you sample. and received the same artifact
Could you provide a PG that matches your screenshot above?
The fact that the blur is not all the way around the edge is a little strange, I’d like to dig a little deeper.
Thank you very much.
omg thanks! https://playground.babylonjs.com/#8F5HYV#52 - find shall you solution hope i
Sorry, I have some bad news: we can’t do anything about it, it’s the algorithm we use that behaves like this.
When we go from a focused pixel to an unfocused one, we have a blur only on the unfocused pixel and not on the other one, which makes a visible difference when on the line just before (or just after) these two pixels with the same X coordinates are both unfocused (or both focused).
Either the current algorithm should be improved or another one should be used to get rid of these artifacts.
yup DOF bleeding/unbleeding is one of the main artifacts unfortunately and it would require to implement a different DOF technique which might be a good rendering improvement candidate @Evgeni_Popov ?
i got you. thanks for investigation. hope this will be improved in a future
it would be great if there will be some other implementation even with higher resource demands. like many shadowing approach cases. cause with this artifact i can’t get photorealistic scene in some scenarios. thank you guys for involvement
Yup I wonder if we could add the filament technique in the framework