| |
| | 4.2 Depth of Field (Site not responding. Last check: 2007-10-04) |
 | | Normal viewing transforms act like a perfect pinhole camera; everything visible is in focus, regardless of how close or how far the objects are from the viewer. |
 | | When computing depth of field transforms, however, we only use shear instead of rotation, and sample a number of viewpoints, not just two, along an axis perpendicular to the view direction. |
 | | The closer an object is to the fusion distance, the less it shifts, and the sharper it appears. |
| www.opengl.org /resources/code/samples/sig99/advanced99/notes/node27.html (203 words) |
|