pmndrs / pmndrs/postprocessing
Implement DepthOfFieldEffect
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- Dominant language
- JavaScript
- Stars
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- Forks
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Description
Description
Implement a DepthOfFieldEffect based on the implementation in v6.
References:
Tasks
- Create CoC shader.
- Create blur shader.
- Create
DepthOfFieldEffect. - Create
depth-of-fielddemo. - Add unit test.
Implementation Details
- Check the linked article for potential improvements.
- Should be done after
PoissonBlurMaterialhas been implemented. - The CoC should be calculated based on fragment distance instead of depth.
- Add support for logarithmic depth.
- Consider adding options for fringe/chromatic aberration and luminance gain.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by comparing the v6 DepthOfFieldEffect.js implementation and checking the PoissonBlurMaterial prerequisite. Then review the shader, effect, depth-of-field demo, and unit-test entry points named in the task list; done means all five tasks are implemented, including distance-based CoC, logarithmic depth support, and passing tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript, three.js
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 28/100