Interactive Depth of Field in OpenGL

This feature provides an approximation of the stillframe depth of field effect for OpenGL realtime rendering to enhance realism.

Depth of field

It is now possible to use cinematic Depth of Field in real-time OpenGL and CPU raytracing to apply blur to a scene, based on the distance in front or behind a focal point, to draw the viewer's attention to a specific subject in a shot.

How to Use Interactive Depth of Field

The interactive depth of field is enabled by activating the depth of field in the Camera Editor. All controls for the depth of field effect also work for the interactive depth of field.

Note:

The UI element for Focus Distance was moved. Previously, it was below the Focal Length. Now it is below the FStop.

New UI

There are a few new UI elements for interactive depth of field in OpenGL that we added to the Camera Editor > Camera Settings > Lens Attributes section:

Depth of Field

Formerly Enable Depth of Field.

Activates or deactivates the calcuation of the depth of field function, based on the selected setting:

Interactive DoF Quality

Enhances realism in OpenGL rendering in realtime. Select from quality settings of Ultra Low, Low, Medium, High, and Ultra High. The computed image will be as good and realistic as technically possible, which is ideal for presenting to decision makers. The higher the setting, the higher the quality of the result, but the slower the performance. Internally, this controls the number of rays and interpolation steps used. The ray step size remains the same.

Note:

The internal settings controlled by the quality may change in future releases.

Other things to note:

Autofocus

Automatically sets the focus distance to the distance from the camera to the object at the center of the screen.

Transition Frames

Only available when Autofocus is enabled.

Sets the number of frames for transitioning from the current focus distance to the one set by Autofocus. Use this when trying to avoid sudden changes in focus distance while navigating or for artistic effect. When stillframe antialiasing is activated, it won’t be triggered until the transition is finished. The range is from 0 to 100.