Add focalDistance and apertureAngle to SparkRenderer. Add examples/depth-of-field. (#59)

This commit is contained in:
Andreas Sundquist
2025-06-20 17:09:43 -07:00
committed by GitHub
parent 690e09ac95
commit db1e880ae1
5 changed files with 97 additions and 2 deletions
+14
View File
@@ -115,6 +115,10 @@ export type SparkRendererOptions = {
// to correctly account for "blurring" when anti-aliasing. Typically 0.3
// (equivalent to approx 0.5 pixel radius) in scenes trained with anti-aliasing.
blurAmount?: number;
// Depth-of-field distance to focal plane
focalDistance?: number;
// Full-width angle of aperture opening (in radians), default 0.0 to disable
apertureAngle?: number;
// Modulate Gaussian kernel falloff. 0 means "no falloff, flat shading",
// while 1 is the normal Gaussian kernel. (default: 1.0)
falloff?: number;
@@ -140,6 +144,8 @@ export class SparkRenderer extends THREE.Mesh {
enable2DGS: boolean;
preBlurAmount: number;
blurAmount: number;
focalDistance: number;
apertureAngle: number;
falloff: number;
clipXY: number;
@@ -241,6 +247,8 @@ export class SparkRenderer extends THREE.Mesh {
this.enable2DGS = options.enable2DGS ?? true;
this.preBlurAmount = options.preBlurAmount ?? 0.0;
this.blurAmount = options.blurAmount ?? 0.3;
this.focalDistance = options.focalDistance ?? 0.0;
this.apertureAngle = options.apertureAngle ?? 0.0;
this.falloff = options.falloff ?? 1.0;
this.clipXY = options.clipXY ?? 1.4;
@@ -287,6 +295,10 @@ export class SparkRenderer extends THREE.Mesh {
preBlurAmount: { value: 0.0 },
// Add to 2D splat covariance diagonal and adjust opacity (anti-aliasing)
blurAmount: { value: 0.3 },
// Depth-of-field distance to focal plane
focalDistance: { value: 0.0 },
// Full-width angle of aperture opening (in radians)
apertureAngle: { value: 0.0 },
// Modulate Gaussian kernal falloff. 0 means "no falloff, flat shading",
// 1 is normal e^-x^2 falloff.
falloff: { value: 1.0 },
@@ -424,6 +436,8 @@ export class SparkRenderer extends THREE.Mesh {
this.uniforms.enable2DGS.value = this.enable2DGS;
this.uniforms.preBlurAmount.value = this.preBlurAmount;
this.uniforms.blurAmount.value = this.blurAmount;
this.uniforms.focalDistance.value = this.focalDistance;
this.uniforms.apertureAngle.value = this.apertureAngle;
this.uniforms.falloff.value = this.falloff;
this.uniforms.clipXY.value = this.clipXY;
+15 -2
View File
@@ -22,6 +22,8 @@ uniform bool debugFlag;
uniform bool enable2DGS;
uniform float blurAmount;
uniform float preBlurAmount;
uniform float focalDistance;
uniform float apertureAngle;
uniform float clipXY;
uniform usampler2DArray packedSplats;
@@ -135,10 +137,21 @@ void main() {
a += preBlurAmount;
d += preBlurAmount;
float fullBlurAmount = blurAmount;
if ((focalDistance > 0.0) && (apertureAngle > 0.0)) {
float focusRadius = MAX_PIXEL_RADIUS;
if (viewCenter.z < 0.0) {
float focusBlur = abs((-viewCenter.z - focalDistance) / viewCenter.z);
float apertureRadius = focal.x * tan(0.5 * apertureAngle);
focusRadius = focusBlur * apertureRadius;
}
fullBlurAmount = clamp(sqr(focusRadius), blurAmount, sqr(MAX_PIXEL_RADIUS));
}
// Do convolution with a 0.5-pixel Gaussian for anti-aliasing: sqrt(0.3) ~= 0.5
float detOrig = a * d - b * b;
a += blurAmount;
d += blurAmount;
a += fullBlurAmount;
d += fullBlurAmount;
float det = a * d - b * b;
// Compute anti-aliasing intensity scaling factor