22. Shader node example – simple Specular Map Texture Normal Map Texture Albedo Texture Ashikhmin BRDF Shader
23. Shader node example – artistic Color Texture for albedo Tangent space normal map texture Specular color texture Phong BRDF Shader Fresnel Shader Output Diffuse Color Gray scaled color output from Fresnel Shader
24. Shader node example - background Parallax Occlusion Map Shader Output Normal Dual paraboloid environment map texture Color map for albedo with modified UV Blinn-Phong BRDF Shader
25. Shader node example - effect Animated UV Offset Blending 2 textures UVs are shifted based off normal map
26. Shader node example – detail map LOD factor computation node Base Normal Map Texture Normal Map blended with three other textures using LOD factor Albedo Texture
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37. Example All Adaptors are shadow maps in this shader Many shaders using 5 Shader Adaptors
62. Bokeh diagram Output (Gathered during Tonemapping Process) Blend Mipmapped color buffers Reduced color buffer Fixed tap count blur on Large Reduced Buffer High tap count blur on Small Reduced Buffer Create masks for all the bokeh shaders from depth buffer
63. Bokeh diagram (detail) Output (Gathered during Tonemapping Process) Fixed tap count blur and blend with SRB on large reduced buffer High tap count blur on Small Reduced Buffer (SRB) Create mipmap src. (put mask to A) Generate A lot of Masks (A,R,G,B)x2 from Depth Dilate Front Mask Create Half Reduced Buffer
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71. Comparison with Real Photo Our simulation Real photo F2.8 F3.2 F3.5 F4 F5.6 A light source of 5mm in diameter at a distance of 3m from the camera. The focus distance is 1.5m, with 70-200mm F2.8 lens at 200mm