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Video Game & Complex Bokeh Blurs - Computerphile 

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How do Madden, FIFA, PGA Tour get that lovely shallow depth of field in real time? Dr Mike Pound explains how Complex Gaussian Blurs can be separable.
Mike's code: github.com/mik...
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This video was filmed and edited by Sean Riley.
Computer Science at the University of Nottingham: bit.ly/nottsco...
Computerphile is a sister project to Brady Haran's Numberphile. More at www.bradyharan.com

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4 окт 2024

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Комментарии : 426   
@ShinoSarna
@ShinoSarna 5 лет назад
Fun fact: original 1998 Half-Life was going to have an effect where an enemy can hit you so hard your glasses fall off and your vision is blurred, but it was rejected because it was impossible to do at the time.
@gordonfreeman5958
@gordonfreeman5958 2 года назад
That is a fun fact indeed!
@Scotty-vs4lf
@Scotty-vs4lf Год назад
wow thats actually pretty interesting. shows how quickly computers evolved
@n7565j
@n7565j 5 лет назад
Outstanding explanation!!! My son was home last weekend trying to explain this to me and I just couldn't picture it... (he works for Ubisoft) Your explanation was superb sir, thank you!!! :-)
@richardtickler8555
@richardtickler8555 5 лет назад
the goal was to make the picture less clear and your son achieved that
@n7565j
@n7565j 5 лет назад
@@richardtickler8555 I see what you did there... Well played sir :-)
@raykent3211
@raykent3211 5 лет назад
Useless titbit: I live up the road from La Gacilly, Brittany, original home of Ubisoft. Many years ago I bought a high quality pc sound card, branded "Guillemot". Same family business. The same little town is also the home of Yves Rocher cosmetics. Amazing.
@theguythatcoment
@theguythatcoment 5 лет назад
Damn, I wish my dad would do something like that. I just gave up on trying to explain to my family what I do all day long, it makes me feel all awkward and missplaced when everyone stops paying attention because they don't know what I'm talking about. Your son must be so lucky to have you.
@jojolafrite90
@jojolafrite90 5 лет назад
Ubisoft... Could you tell him to stop making shitty games? Thanks.
@TorgieMadison
@TorgieMadison 5 лет назад
0:35 "Gaussian blur, the thing we focused on..." hhehhehheh
@rachelslur8729
@rachelslur8729 5 лет назад
🤣
@qwertyasdf66
@qwertyasdf66 5 лет назад
I'm from an audio background and the moment he drew the overlaid sine waves it immediately looked to me like sine sound waves of different frequencies overlaid to create square waves. That made me immediately understand what he's talking about.
@Nick-bh5uk
@Nick-bh5uk 2 года назад
Fourier transforms are everywhere!
@peteckone
@peteckone 5 лет назад
I love how Mike always is on the defensive with the symmetry of his drawings :D
@Xilefian
@Xilefian 5 лет назад
Doom 2016 does a fast real-time Bokeh where the half-resolution framebuffer is blurred with a circular average (tapped fragments in a circular pattern, no Gaussian used) and then a second blur is performed where the colours are blended with a colour "max" operation (brightest RGB components kept).
@peterjohnson9438
@peterjohnson9438 5 лет назад
it's brilliant in its simplicity and still produces really nice results
@totlyepic
@totlyepic 5 лет назад
id's always had amazing graphics programmers (headed by Carmack until only a few years ago, obviously). It's awesome to see that they still support that culture.
@garm0nb0z1a
@garm0nb0z1a 5 лет назад
Would've thought it would be smaller than half-resolution. I use much smaller resolutions and don't see much of a delta in the image, but a massive difference in processing time and storage.
@TavishMcEwen
@TavishMcEwen 5 лет назад
That's what i was thinking would make a lot more sense
@TunnelDragon44
@TunnelDragon44 5 лет назад
Damn, every time I hear something about how doom 2016 was made I'm extremely impressed.
@phillipharryt
@phillipharryt 5 лет назад
Thank you for posting Dr Pound on Valentine's day. In my array of favourites he occupies index 0.
@phillipharryt
@phillipharryt 5 лет назад
@Sassy The Sasquatch well I'm not in the UK
@JR-mk6ow
@JR-mk6ow 5 лет назад
That's such a nice thing to say
@supersonicgamerguru
@supersonicgamerguru 5 лет назад
Arrays can be in arbitrary order, you should use a max heap to ensure that your favorite person is at index 0.
@HarleyAMV
@HarleyAMV 5 лет назад
*Game Devs:* **This Video** *Gamers:* **Turns Depth of Field off**
@tetramaximum
@tetramaximum 4 года назад
Because FPS matters
@giganooz
@giganooz 4 года назад
@@tetramaximum Because details matter
@lizardweedzard4495
@lizardweedzard4495 3 года назад
Because not feeling motion sick matters
@retrodragon2249
@retrodragon2249 3 года назад
@@lizardweedzard4495 If seeing DOF makes you sick then I'm truly sorry for you.
@lizardweedzard4495
@lizardweedzard4495 3 года назад
@@retrodragon2249 it's very pretty but having it constantly update and refocus wasn't very pleasant.
@nilspin
@nilspin 5 лет назад
I did this at my first job, after separating it into two cheap draw calls, code sped up 80% lol I was so happy
@777thejesusfreak777
@777thejesusfreak777 5 лет назад
I see mike. I click like.
@Wolves2314
@Wolves2314 5 лет назад
Technology! mike is my fav
@franzusgutlus54
@franzusgutlus54 5 лет назад
You are a simple man...
@Nagria2112
@Nagria2112 5 лет назад
stop everything. best host of computerphile is here. i could listen to his explainations the whole day
@robisnowtired
@robisnowtired 5 лет назад
Real game developers who are supposed to know what they are doing: *furiously taking notes*
@SillyMakesVids
@SillyMakesVids 5 лет назад
Imaginary game developers: *this is too complex*
@invention64
@invention64 5 лет назад
@@SillyMakesVids I would bet this might be complex for some game devs since not necessarily all of them are full stack.
@DarkOracleOfDeath
@DarkOracleOfDeath 5 лет назад
Usually game developers use existing game engines like Frostbite, Unity, etc. Those are already written and it's a little bit easier. Not to say developing a game is easy by any means, I have no idea what it's like. I don't work in the field. But what I said in the initial sentence is pretty much what I understood from the video. That's the real backend working at kernel level.
@stormsurge1
@stormsurge1 5 лет назад
@@DarkOracleOfDeath I agree. Bigger game development companies have people who work on this, but indie devs almost certainly don't make their own engines. Even big companies use an engine in multiple games after it has been developed.
@ozzieggg
@ozzieggg 5 лет назад
@@SillyMakesVids dad joke math joke mix, i see what you did there
@geoffsmith8172
@geoffsmith8172 4 года назад
Man, it's enjoyable just to hear an academic not be dismissive of game design.
@SergeyArhipenko
@SergeyArhipenko 5 лет назад
It has surprisingly much resemblance with a drill that can drill square holes. Rotation is an equivalent of a sinus wave - and if you combine right set of waves (in Fourier series), you can get virtually any shape. Consequently if you then translate sinus to rotation, you can drill a hole of any shape - the only limit is a resistance and strength of materials involved.
@GijsvanDam
@GijsvanDam 5 лет назад
My brain melted when you showed the bokeh blur of the stars. It went into an infinite loop of trying to focus.
@EnigmacTheFirst
@EnigmacTheFirst 4 года назад
Ah, yes. The Frostbite Engine. Known for its amazing sports games.
@spookylilghost
@spookylilghost 5 лет назад
A lot of people in the comments objecting to motion blur, which I can understand but it's important to realize that the tech developed for motion blur is also used in per-object motion blur which is typically a lot more tame and doesn't get the motion sickness complaint. DoF similarly can be used really well in cutscenes, but can be distracting during gameplay. On slower paced games, though, it can work with gameplay as well (turn based RPGs especially).
@niwasox3
@niwasox3 5 лет назад
There is also a brilliant separable hexagonal blur to simulate specific lenses that essentially does 3 line passes at 120° to each other. And the technique shown here can be used for much more difficult filters, for my thesis I implemented a realtime fullscreen inverse-square blur to simulate global illumination.
@georganatoly6646
@georganatoly6646 5 лет назад
Something like a given object is dynamically defined a z depth, 1/z^2 based blur value? The interesting bit would be how you defined which objects should have a given z value in real time.
@kushagrakhare6995
@kushagrakhare6995 5 лет назад
Niel... Could you share your thesis?.... I am working on inverse lighting and your thesis could help me....
@TheSandvichTrials
@TheSandvichTrials 5 лет назад
Ditto, can you share that thesis? A realtime fullscreen inverse-square blur seems very interesting to me!
@GFmanaic
@GFmanaic 5 лет назад
To give an idea of the sort of improvements you can get with separable kernels, I optimized an image processing algorithm with that technique that would run at 4.5FPS at VGA resolution. After I was done, I could run it at 21FPS at 720p resolution. This involves some other tweaks like moving sampling point to reduce and weigh at the same time but a lot of the performance improvement comes from kernel optimization.
@Vaasref
@Vaasref 5 лет назад
I think an other possibility would be to detect edges to determine where the effect would be best used as it would be wasted to use that blur on a plain surfaces.
@SteelSkin667
@SteelSkin667 5 лет назад
That is a fascinating subject, I've always been, fascinated by camera effects in video games. You can tell in an instant when a game is using some other method of blur to simulate depth of speed rather than a proper bokeh approximation.
@flaguser4196
@flaguser4196 Год назад
nice real time bokeh reflecting from the whiteboard in the background!
@shaunhutchinson4707
@shaunhutchinson4707 5 лет назад
Would love to see more videos of Mike talking about the implementation of maths in video game development. Would be nice if he/you were able to do a collab with Digital Foundry.
@Hamachingo
@Hamachingo Год назад
5:14 the accuracy of that hand drawn Gauß curve 😍
@maxemore
@maxemore 4 года назад
I will never be as awesome as this guy
@mdtrx
@mdtrx 5 лет назад
It's always fun to know how much goes into games and people don't even realize it
@MrSkinkarde
@MrSkinkarde 2 года назад
People realize it. Maybe you don’t
@dreammfyre
@dreammfyre 5 лет назад
Digital Foundry collab, when?
@chkone007
@chkone007 5 лет назад
Very interesting, I already work on this, to add something on the explaination, what we usually do, is changing the size of the blur size based on the distance to the focal plan by reading the Z-Buffer, what a real lens do. Or the separation between foreground and background is more background, focal region, foreground and blur the front & back separately to not mix color of back & front blury region. And in game we directly work with HDR/Raw buffer where the values are not clamped to 0-1 (aka 0-255) but work with much precise buffer 10 or 16 bits per channel RGBA.
@aleph_eight
@aleph_eight 2 года назад
sir I have a doubt that if we create a square wave even with a complex gaussian curves wont it create a square in 2d when we try to do create a 2d kernel using the 1d square ware?
@noa670
@noa670 5 лет назад
It's just in the game
@noa670
@noa670 5 лет назад
EA sports
@steinardarri
@steinardarri 5 лет назад
Their tagline
@mikakorhonen5715
@mikakorhonen5715 5 лет назад
@Sassy The Sasquatch Joke went over your head mile high. :D
@gm4984
@gm4984 5 лет назад
I think that using the same image to compare both codes is really simple and clever!
@Rudxain
@Rudxain 2 года назад
I saw a video about the trigonometric sinc function, and it looks very similar to the waveforms that cancel each other to create an approximation of the rectangular function. I guess this is one of the reasons why sin(x) / x is so important in signal processing
@ChrisConnett
@ChrisConnett 5 лет назад
Those are the most beautiful freehand Gaussians I've ever seen.
@Bbonno
@Bbonno 5 лет назад
Multi-camera phones must be doing some version of this to let you play with the bokeh.
@Jokker88
@Jokker88 5 лет назад
yes they blur the image using similar software but they generate the depth map approximation from the parallax of the two cameras by using photogrammetry. The depth map is used to separate foreground from background and to adjust the amount of blur in relation to the depth.
@Pretagonist
@Pretagonist 5 лет назад
Well the phone would have a lot longer than 1/60 of a second to do its magic so it might not need filters optimized for speed like these ones.
@ElectricWheelz
@ElectricWheelz 5 лет назад
Jerry Rapp there is potential if they want to start applying it to video at 60 FPS
@ES-qy2ju
@ES-qy2ju 5 лет назад
This is even more easy with ToF sensors
@azertazert98
@azertazert98 5 лет назад
@@ES-qy2ju but they are pricier than a camera😥.
@raglanheuser1162
@raglanheuser1162 5 лет назад
i wish i were british just so i could "have a go" at things
@wixic111
@wixic111 5 лет назад
Mike Pound ❤️ My favourite lecturer
@dhoyt902
@dhoyt902 5 лет назад
One has to bring e^(-x^2) to the complex plane to reach the Gaussian Integral of sqrt(Pi). The area under the bokeh curve is Pi, from that derivation.
@Pianet
@Pianet 5 лет назад
Dr. Mike works with making DSP realtime efficient. I never knew he was truly a man of culture.
@Veptis
@Veptis Год назад
Apart from video games, it's also a topic for rendering photorealistic CGI. One of the best plugins to do this in post (on a 2D image) is called Frischluft. If you have a 3D scene and a render engine you can go way crazier. Disney for example scanned real cine lenses to reproduce optical results (including filters and lens effects like adding a split diopter).
@TylerMatthewHarris
@TylerMatthewHarris 5 лет назад
Thank you! I hope for much more of this type of video. Image processing is so important
@charstringetje
@charstringetje 5 лет назад
The donut shaped bokeh is what you get when you use a mirror telelens. It uses a combination of concave mirrors to do the magnification instead of lenses.
@younghsiang2509
@younghsiang2509 5 лет назад
Love this!!! Please make more about Game Rendering Techniques!!!
@leonnis84545
@leonnis84545 5 лет назад
Props for the little lego man and his car.
@umeng2002
@umeng2002 5 лет назад
beautiful bespoke bokeh blur depth of field
@sarthakshah1058
@sarthakshah1058 5 лет назад
Using a whiteboard marker on paper? ABSOLUTE MADLAD
@bryan69087
@bryan69087 5 лет назад
MORE MIKE POUND also what model lenovo is that?
@vananandreas3070
@vananandreas3070 5 лет назад
I think it's a thinkpad model
@Edward70891
@Edward70891 5 лет назад
An L480, maybe?
@mapmemer1897
@mapmemer1897 5 лет назад
Great video! Please do more of these game related videos!
@Vextrove
@Vextrove 5 лет назад
Like adding sine waves together, that converge into a square wave?
@rachelslur8729
@rachelslur8729 5 лет назад
Exactly.
@unfa00
@unfa00 5 лет назад
I thought about Monty Montgomery's "Digital Show & Tell" video, where he shows how that works in audio :)
@OlliNiemitalo
@OlliNiemitalo 5 лет назад
OP here. Yes, I did exactly that as a proof of concept when developing the algorithm, and attenuated the next period of the square wave by applying the Gaussian envelope. But the results were improved further by using also a different Gaussian width for the different frequencies, and by allowing any frequencies, not just harmonics as in Fourier theory, and just optimizing numerically.
@joho0
@joho0 5 лет назад
EA Tiburon in Maitland, Florida has been producing Madden NFL since 1989. One of Orlando's hidden gems.
@adamspihlman9665
@adamspihlman9665 5 лет назад
I would willingly give this man all of my passwords
@jagardina
@jagardina 5 лет назад
I learned imaginary numbers but have completely forgotten what they are and what operations are useful with them. I'd appreciate a refresher video.
@jojolafrite90
@jojolafrite90 5 лет назад
Lots of game engines use Bokeh based depth of field. And they will use it more and more. Even Dark Souls had a mod that added this type of blur (you could even choose a Gaussian based one)
@Finicky9
@Finicky9 5 лет назад
I always think that game engine design problems are the best combination of maths and programming that there is and on top of that it has to do in real-time. Even robotics gets shortcuts that games engines don't have the luxury of having.
@TheThetobias1997
@TheThetobias1997 5 лет назад
With talking about imaginary numbers it is important to note: i is not the square root of -1, rather i squared is -1. You would think that's equivalent, but with the square root thing you can proof -1=1 which is not... Ideal
@arnavrawat9864
@arnavrawat9864 4 года назад
Love this guy
@artursz1993
@artursz1993 5 лет назад
Thanks, Mikey! Was easy to understand, how it works! I see Mike, I like :D
@Byt3me21
@Byt3me21 5 лет назад
Great explanation, thanks!
@SenorQuichotte
@SenorQuichotte 5 лет назад
Use bessel functions as basis instead of gaussian. In the games i think they would pre render the background if you already have a priori knowledge and not waste the GPU
@ericsbuds
@ericsbuds 5 лет назад
fantastic. it amazes me how many calculations are happening every second when I play a game on my computer. I play competitively so I generally turn off all the fancy graphics and try to get 200 -300 frames per second.
@kylebowles9820
@kylebowles9820 5 лет назад
What kind of monitor do you have that can do that framerate justice?
@ericsbuds
@ericsbuds 5 лет назад
@@kylebowles9820 believe me I need a new screen, but every frame makes a difference.
@daft_punker
@daft_punker 5 лет назад
Mike Pound!!!!! What a guy
@rcfanatic101
@rcfanatic101 5 лет назад
Blew my mind... as always!
@dream_emulator
@dream_emulator 5 лет назад
This is so awesome.
@Jonas-mg5wx
@Jonas-mg5wx 5 лет назад
Wow! More please!
@vananandreas3070
@vananandreas3070 5 лет назад
Nice explanation.
@cmdlp4178
@cmdlp4178 5 лет назад
You made really interesting videos about convolution/blurring. But it would be nice if you could make videos about deconvolution/unblurring as it is sometimes used in astrophotography and microscopy.
@kevinocta9716
@kevinocta9716 5 лет назад
What's interesting to me is then in a telescope when you have a star in perfect focus, even then there is that same sort of 2d wave-disk (like your 1 or 2 part approximation) that I'm thinking is connected to that same fourier analysis kind of thing that you're doing here- it's called a diffraction pattern. Interesting. It's similar to how Pi ends up popping out of seemingly nowhere in some math problems...
@dhvalden
@dhvalden 5 лет назад
yes! dr. mike pound!!
@atimholt
@atimholt 4 года назад
I want to see someone try to do an organic bokeh. I had an epiphany once where I realized that the “frozen sparks” shapes surrounding bright point sources at night must be this kind of thing, but with the color part of your eye (your aperture) not perfectly stopping light in a circular shape (and maybe there’s some diffraction going on, as well). Gets harder to calculate with our spherically arranged photoreceptors, and human irises are as unique as fingerprints. I imagine it’s also more pronounced for people with blue eyes.
@wedusk
@wedusk 5 лет назад
I love this guy!
@mohamedmoatyhassan5125
@mohamedmoatyhassan5125 5 лет назад
I love this prof
@laughingman1189
@laughingman1189 5 лет назад
As interesting as this is, I can't stand depth of field or motion blur in games and wish more games would make it easier to turn off. (At least outside of cut-scenes.)
@mikakorhonen5715
@mikakorhonen5715 5 лет назад
Why in the hell would you like to do that? Your eye has lens too, so you can't see everything on focus in real life at the same time. In game/movie out of focus region tells you that specific region on image is not interesting and you should not be watching it.
@SteelSkin667
@SteelSkin667 5 лет назад
These kind of effects have gotten much better these past few years, though. Both of these effects used to be absolutely horrendous, but modern game engines are capable of rendering absolutely lovely camera effects. I only turn them off when I'm playing against other people, because they have an adverse effect on visibility.
@Jokker88
@Jokker88 5 лет назад
@@mikakorhonen5715 ideally consoles and PC's in the future would have eye tracking hardware and software and could determine where on the screen you are looking and adjust the focus and depth of field accordingly.
@eisenhead
@eisenhead 5 лет назад
Mika Korhonen it gives you a competitive edge because the motion blur can throw off your aim also it gives people motion sickness
@PivotStryker
@PivotStryker 5 лет назад
@@mikakorhonen5715 I dont like people telling me what to do, in games or real life. I instinctively scan the background in almost any situation and I hate it when games blur it all out. I don't always wanna look at the foreground, let me enjoy the work that went into the background as well.
@alphanimal
@alphanimal 5 лет назад
That was really interesting!
@turolretar
@turolretar Год назад
We need a Pound Grid vs Parker Square showdown
@drawapretzel6003
@drawapretzel6003 5 лет назад
just wait for ray tracing, when we can render our games with actual light, and then do actual lens physics with them.
@uhrguhrguhrg
@uhrguhrguhrg 5 лет назад
@MichaelKingsfordGray it is called "not being a condescending asshole". You must try it some day.
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen 4 года назад
@@uhrguhrguhrg Ray tracing doesn't use "actual light" but a crude approximation of it (rays). And if you want to have DoF using ray tracing, you have to massively increase the number of rays used, which will still make it impractical for quite some time (unless we find some amazing noise reduction algorithm that works for out of focus areas).
@kamon242
@kamon242 4 года назад
The only thing missing is a real life comparison of the number of operation / increase in time efficiency between the twin 1D vs the 2D disc convolution methods.
@vix86
@vix86 5 лет назад
In Computer Vision, you often run a Gaussian blur pass on an image to reduce the amount of data that you might pass into your algorithm (ex: Object Recognition). Seeing this video, I wonder if a Bokeh blur would be better or worse in most CV tasks.
@totallynotabot151
@totallynotabot151 5 лет назад
Blurs in CV typically act as low-pass filters, removing noise so you don't have stray pixels to deal with. I don't think the type of filter shown here would help with that task; however it looks like the Bokeh filter needs 2x the computations (and possibly 2x the memory).
@Toschez
@Toschez 5 лет назад
Bokeh is interesting to a Japanese in two ways: why there is h at the end (we don't romanise as such, it's just boke. Maybe to make it look more "oriental"?), and how the word that just means blur or haze in Japanese became the word for specifically this type of lens blur.
@Hwyadylaw
@Hwyadylaw 5 лет назад
I think the H was added because otherwise the E would be silent in many languages. (Like the word Joke in English)
@BADC0FFEE
@BADC0FFEE 5 лет назад
Great explanation :)
@PaulTheFox1988
@PaulTheFox1988 5 лет назад
And then here I am thinking that the only decent implementation of dof/bokeh effect in a game I've encountered is in the witcher 3, and even then I often disable it because it sometimes is too slow to refocus the image when changing where you're looking. Still, it is very interesting and impressive how they achieve the affect in such a short amount of time of 16.67ms (at 60fps) I have to admit that game engine design still blows my mind even though I'm learning programming, and the more I learn about it, the more astonishing it becomes, and the more it starts to feel like wizardry and magic.
@Y0uTubeCommentPoster
@Y0uTubeCommentPoster 5 лет назад
This is neat, but I feel like compute shaders have made these sorts of techniques outdated. All of this separable stuff is ultimately to reduce the number of samples you have to take from the source texture for each pixel that you're calculating. But with a compute shader, you can simply have each thread sample the texture, and then share that sample with other threads in the same group using groupshared memory. Other features such as atomics and unordered access view textures open up even more doors.
@Blackreaper777
@Blackreaper777 3 года назад
With stuff like this, if it's done properly, you don't even notice, because it just looks normal. You start noticing when it's not done well.
@fuksrskrzqlw1213
@fuksrskrzqlw1213 5 лет назад
No Bob and Alice this time... :( Lovely blur filter explanation Dr !
@richardtickler8555
@richardtickler8555 5 лет назад
i think theyre somewhere in the backgrounds but its too blurry to properly see them
@fuksrskrzqlw1213
@fuksrskrzqlw1213 5 лет назад
@@richardtickler8555 indeeed , for that i launch a Broadcast Ping since it s too blurry to see... Hopefully they are alive to respond.
@BurakBagdatli
@BurakBagdatli 5 лет назад
This is a really neat solution. I wonder what it would take to get this to run on a GPU and parallelize it like crazy.
@benjaminbrady2385
@benjaminbrady2385 5 лет назад
3:47 It's not the best kind of correct!?
@TheBabalaba
@TheBabalaba 5 лет назад
Waiting for FFTs!
@thetommantom
@thetommantom 5 лет назад
Very nice. Paint FTW
@liuby33
@liuby33 5 лет назад
2:42 Thanks for clarifying it's 60FPS!
@NJBoyd
@NJBoyd 5 лет назад
Fantastic explanation, but rather heavy on the Frostbyte engine / Madden plugging. Given the uncanny timing of both this and Stephen Colbert's new video having a heavy focus on the game, I'm a little dubious that there aren't some "sponsored content" labels missing in this or that video.
@corvineberlein
@corvineberlein 5 лет назад
Or, you know, Frostbyte might just be a really good engine and it's mechanics are interesting and worth talking about. EA has their massive flaws but not every positive thing said about them has to be sponsored.
@jmm1233
@jmm1233 4 года назад
foci blur is the best
@DB123infane
@DB123infane 5 лет назад
as a games dev i never think of adding motion blur as its one of the worse effects and is just there to hide bad performance(while causing some) but nice video though
@alucard0712
@alucard0712 3 года назад
reshade did this ages ago, also in real-time
@lucavogels
@lucavogels 5 лет назад
Please FourierTransformation ! Cool video by the way 👍🏻
@Petertronic
@Petertronic 5 лет назад
Bokehlicious!
@ELStalky
@ELStalky 5 лет назад
Octopath Traveler has really nice Bokeh, by the way.
@juantelle1
@juantelle1 5 лет назад
Thank you! I’ve always wondered how to they achieve cinematic depth of field (because Gaussian blur always looked awful). Is this the same thechnique used in ray tracing renderers?(blender, cinema 4s) also in portrait mode on smartphones
@Mythricia1988
@Mythricia1988 5 лет назад
Ray tracing renderers don't need to fake depth of field, because they simulate how light actually behaves. So it occurs as a natural effect, if the focal length and aperture is set up for it.
@jellyboy00
@jellyboy00 5 лет назад
I don't know/understand the difference between adding two complex filtered image together or adding four real filtered image together. 9:20 is adding real part and imaginary part same as addition done on two real value matrix?
@Lucas72928
@Lucas72928 3 года назад
How would a blur using a depth pass work? In the video they showed the depth pass as a mask, but I don't fully get how you would weight the convolution to make it less pronounced in a range of gray values from the depth pass
@rockrl98
@rockrl98 3 года назад
Actually, plenty of photogs are chasing after lenses with apodisation elements, which produce bokeh that is rather similar to gaussian blur
@garvon_
@garvon_ 5 лет назад
Depth of field is the first thing I turn off in every game. It seems like waste to render beautiful image just to blur it right before it goes to screen for no reason.
@unfa00
@unfa00 5 лет назад
Well - it's to make the game look more like real life I guess. But it's also going to make identifying objects a bit harder, so for competitive gameplay I guess you'd want to disable that :)
@JR-mk6ow
@JR-mk6ow 5 лет назад
Blur helps games with low fps (
@WarlordRising
@WarlordRising 3 года назад
I think Digital Foundry and Computerphile should hook up.
@panda4247
@panda4247 5 лет назад
Why would somebody want a blurred image in the first place? I thought background in games is blurred to save gpu (it renders it in some "lazy" way), not that it has to render it correctly and then waste additional resources to blur it...
@ДантеАлигьери-з9ю
Dale Cooper , is that you?
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