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  • the more effects the uglyer everythig looks because off all the 'artist" who are like retarded kids who think"""uuu bklur,bloom,glare...."

  • nice

  • The wraparounds @3:05 are annoying in real scenes and must be avoided by lowering the quality (window func) or by doubling the convolution's dimensions.

    The convolution itself is fast but requires a lot of optimized code, otherwise one ends up with 20 4096^2 FFTs per frame for full HD.

    It can hardly be combined with multisampling or DoF and needs a lot of fine tuning and sophisticated math knowledge.

    Great proof of concept and very professional work, but nothing to be implemented before 2015.

  • That's great! I've ever wondered how this effect works in eye and how it could be modelled.

  • Wow, just wow

  • What path should I follow to mix it with DoF? And where bokeh stands on all this?

  • @vtastek: Bokeh is a camera specific effect not associated with human vision. The shape of the bokeh is dependent on the shape of the aperture.

    DOF and glare are independent phenomena. No matter how strong the DOF is, the glare is always ”in focus”. That’s because the location of the lens is always the same, in contrast to the distance of objects that are in focus, depending on the shape of the lens.

  • Good job! Well done, guys! Keep the pace :)

  • Wow!!!

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