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 Complex Structures #1 
richardrosenman
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Joined: 23 Oct 2005
Posts: 140
Location: Canada
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Below is an example of a complex structure produced with Depth Of Field Generator PRO. The image is straight output from Depth Of Field Generator PRO and has not been edited/processed in any way.

Whenever we deal with complex structures and post processing filtering, artefacts are difficult to avoid, mostly due to information which has to be extrapolated as a result of not exisiting in the original image. The quality of the processed image therefore greatly depends on the types algorithms used for extrapolation, as well as the method in producing the image.

One common issue with all DOF postprocessors is that whenever you have a blurred edge in front of something, there is missing information about that image behind the edge which has to be reconstructed somehow. Since this missing information cannot be reliably extrapolated, an alternative is to reduce the artefacts produced by softening the visibly hard edges resulting from the depth map. This can be achieved by applying the same DOF PRO processing to the depth map for use with the image in question. This will effectively minimize and/or eliminate most visible artefacts without having to rely on image extrapolation and/or reconstruction.

All the following mathematical models were created and graciously posted for the public by Jotero
on the Maxwell Render Forum.
They were textured, lit, rendered and DOF PRO processed by myself for the gallery. All images were rendered with VRay 1.47.03 using 3dsmax 6.0. The Depth Maps were generated using 3dsmax's fog feature with VRay and DOF PRO.

DOF PRO:


Original:


Depth Map:


-Richard


Last edited by richardrosenman on Fri Apr 07, 2006 10:46 pm; edited 1 time in total

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Richard Rosenman
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Tyrone Marshall


Joined: 02 Nov 2005
Posts: 8
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Hello Richard,

Interesting process. The animation is stunning!

Can you explain what you did to the fog pass animation in terms of DOF PRO?

I did not understand what you did with this pass before using it in the rgb pass via DOF PRO.
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richardrosenman
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Joined: 23 Oct 2005
Posts: 140
Location: Canada
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Hi Tyrone;

Sorry for the delay but the Holidays....

To answer your question, whenever you have an edge that has been blurred in front of an object, there is missing information
about that object existing behind the edge. This has to be made up somehow through extrapolation or artefacting can occur, especially when using extreme amounts of DOF. This is a general problem with all DOF post-processors.

One solution around this is to apply DOF to the depth map, and then use that DOF'd depth map instead. By doing this, you eliminate the need for extrapolation and instead focus on reducing or eliminating some of the artefacts usually seen by softening the edges.

However, I did not use this procedure on the animation - just the stills. The animation uses a standard depth map as anyone would using DOF PRO.

-Richard

_________________
Richard Rosenman
DOF PRO Developer
Digital Animation Director
http://www.dofpro.com
http://www.cgsphere.com
http://www.hatchstudios.net
http://www.greeblelicious.com
http://www.richardrosenman.com
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