tag:blogger.com,1999:blog-3064325214589649535.post1370401951517339861..comments2024-03-28T06:52:15.545+01:00Comments on Joost's Dev Blog: A simple trick for fast high quality bokeh on lights in Cello FortressJoost van Dongenhttp://www.blogger.com/profile/00569566310604620045noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3064325214589649535.post-55545763887979231792014-09-12T17:29:25.362+02:002014-09-12T17:29:25.362+02:00Good point, it is indeed very similar to a simplif...Good point, it is indeed very similar to a simplified lens flare. :)Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-75627299890239184222014-09-12T16:43:41.630+02:002014-09-12T16:43:41.630+02:00This sounds a lot like lens flare effect, but with...This sounds a lot like lens flare effect, but with blurred sprite.<br /><br />At least, similar to how lens flares are implemented in my dayjob render, when they aren't assigned only to the sun, but to any light source and only one sprite is used with zero offset towards screen centre rather than a line of multihued spots.<br /><br />We have the same limitations with regards to reflections, and we use an occlusion query to check if a light is visible and dim the flare sprite if it's partially obscured.<br /><br />We use a setup like that to make brighter halos around lamps.<br /><br />I like how your idea of bokeh is actually usable on low-end devices.Ilyahttps://www.blogger.com/profile/14685320063559898820noreply@blogger.com