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Add focalDistance and apertureAngle to SparkRenderer. Add examples/depth-of-field. (#59)
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@@ -115,6 +115,10 @@ export type SparkRendererOptions = {
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// to correctly account for "blurring" when anti-aliasing. Typically 0.3
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// (equivalent to approx 0.5 pixel radius) in scenes trained with anti-aliasing.
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blurAmount?: number;
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// Depth-of-field distance to focal plane
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focalDistance?: number;
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// Full-width angle of aperture opening (in radians), default 0.0 to disable
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apertureAngle?: number;
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// Modulate Gaussian kernel falloff. 0 means "no falloff, flat shading",
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// while 1 is the normal Gaussian kernel. (default: 1.0)
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falloff?: number;
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@@ -140,6 +144,8 @@ export class SparkRenderer extends THREE.Mesh {
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enable2DGS: boolean;
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preBlurAmount: number;
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blurAmount: number;
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focalDistance: number;
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apertureAngle: number;
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falloff: number;
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clipXY: number;
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@@ -241,6 +247,8 @@ export class SparkRenderer extends THREE.Mesh {
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this.enable2DGS = options.enable2DGS ?? true;
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this.preBlurAmount = options.preBlurAmount ?? 0.0;
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this.blurAmount = options.blurAmount ?? 0.3;
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this.focalDistance = options.focalDistance ?? 0.0;
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this.apertureAngle = options.apertureAngle ?? 0.0;
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this.falloff = options.falloff ?? 1.0;
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this.clipXY = options.clipXY ?? 1.4;
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@@ -287,6 +295,10 @@ export class SparkRenderer extends THREE.Mesh {
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preBlurAmount: { value: 0.0 },
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// Add to 2D splat covariance diagonal and adjust opacity (anti-aliasing)
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blurAmount: { value: 0.3 },
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// Depth-of-field distance to focal plane
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focalDistance: { value: 0.0 },
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// Full-width angle of aperture opening (in radians)
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apertureAngle: { value: 0.0 },
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// Modulate Gaussian kernal falloff. 0 means "no falloff, flat shading",
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// 1 is normal e^-x^2 falloff.
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falloff: { value: 1.0 },
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@@ -424,6 +436,8 @@ export class SparkRenderer extends THREE.Mesh {
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this.uniforms.enable2DGS.value = this.enable2DGS;
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this.uniforms.preBlurAmount.value = this.preBlurAmount;
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this.uniforms.blurAmount.value = this.blurAmount;
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this.uniforms.focalDistance.value = this.focalDistance;
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this.uniforms.apertureAngle.value = this.apertureAngle;
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this.uniforms.falloff.value = this.falloff;
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this.uniforms.clipXY.value = this.clipXY;
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@@ -22,6 +22,8 @@ uniform bool debugFlag;
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uniform bool enable2DGS;
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uniform float blurAmount;
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uniform float preBlurAmount;
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uniform float focalDistance;
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uniform float apertureAngle;
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uniform float clipXY;
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uniform usampler2DArray packedSplats;
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@@ -135,10 +137,21 @@ void main() {
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a += preBlurAmount;
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d += preBlurAmount;
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float fullBlurAmount = blurAmount;
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if ((focalDistance > 0.0) && (apertureAngle > 0.0)) {
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float focusRadius = MAX_PIXEL_RADIUS;
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if (viewCenter.z < 0.0) {
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float focusBlur = abs((-viewCenter.z - focalDistance) / viewCenter.z);
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float apertureRadius = focal.x * tan(0.5 * apertureAngle);
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focusRadius = focusBlur * apertureRadius;
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}
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fullBlurAmount = clamp(sqr(focusRadius), blurAmount, sqr(MAX_PIXEL_RADIUS));
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}
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// Do convolution with a 0.5-pixel Gaussian for anti-aliasing: sqrt(0.3) ~= 0.5
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float detOrig = a * d - b * b;
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a += blurAmount;
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d += blurAmount;
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a += fullBlurAmount;
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d += fullBlurAmount;
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float det = a * d - b * b;
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// Compute anti-aliasing intensity scaling factor
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