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jfindleytoday at 3:13 AM1 replyview on HN

Is there any way to have something like a distance blur? e.g. as rays travel further you reduce the number, subsample then apply a gaussian(or algo of choice) blur across those that return, increasing in intensity as the rays angle gets coarser?

It'd be really neat to have some way of enabling really long-distance raytraced voxels so you can make planet-scale worlds look good, but as far as I'm aware noone's really nailed the technical implementation yet. A few companies and engines seem to have come up with pieces of what might end up being a final puzzle, but not seen anything close to a complete solution yet.


Replies

Aardappeltoday at 6:37 AM

Yup you could blur, but it is not cheap, and it doesn't feel very satisfying to look at blurry stuff in the distance.

We have a "depth of field" implementation for when you're in dialog with an NPC. There it looks nice, because you're focused on one thing. But when looking around its not that great.

Ideally you want it close to native res in the distance, but without any wobble produced by noise as you move. This is really hard.