DDepth-of-field Shader
C++OpenGLGLSLQt
In this project, a post processing shader was developed that simulates a depth of field effect. This project is part of the computer graphics course 'Realtime Rendering'.
To achieve the effect, the depth information calculated by the camera are utilized. A window consisting of multiple points serves as focus field, the blur level is calculated based on the distance to the focus area. Additional strategies such as jittering are experimented with.
The world that is used for the presentation is the result of a prior exersise and consists of textures and shaders only (no geometry was used).
This project represents the first contact with C++ and GLSL.