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notorious_IPD
searching PlanetScale…
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by
notorious_IPD
5y ago
Generally speaking: I do agree that the degree of blur in the examples is a bit too obnoxious. It was exaggerated for effect, and dialling it back a bit would be a prudent move. As far as the tilt-shift look goes - being precise I think you
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notorious_IPD
5y ago
[article author here] It's in a comment elsewhere here but: the new approach is to use a camera simulation that more closely models how light moves through a real camera rather than the textbook circular kernel approach that has stuck
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notorious_IPD
5y ago
[article author here] As smat pointed out - absolutely, it's difficult! In the ideal case we'd have a proper 3D reconstruction of the scene; something like a light-field representation that permitted enough lateral movement in the
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notorious_IPD
5y ago
[article author here] The issues you're seeing here comes down to quantization errors in the depth maps. The effective range of a depth map for most human-scale scenes is about 20m; what you then have is 8 bits (i.e. 256 levels) to try