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- | ====== Bokeh / Depth Of Field ====== | ||
- | To provide a more realistic look for you applications, | ||
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- | {{ :: | ||
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- | In photography, | ||
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- | Bokeh has been defined as "the way the lens renders out-of-focus points of light" | ||
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- | Differences in lens aberrations and aperture shape cause some lens designs to blur the image in a way that is pleasing to the eye, while others produce blurring that is unpleasant or distracting (" | ||
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- | Bokeh occurs for parts of the scene that lie outside the depth of field. Photographers sometimes deliberately use a shallow focus technique to create images with prominent out-of-focus regions. | ||
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- | Bokeh is often most visible around small background highlights, such as specular reflections and light sources, which is why it is often associated with such areas.[6] | ||
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- | However, bokeh is not limited to highlights; blur occurs in all out-of-focus regions of the image. | ||
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- | __Source:__ https:// | ||
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- | ===== Limitations ===== | ||
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- | Due to FMX limitations bokeh rendering have some harsh limitations. | ||
- | In FMX the cameras near and far plane is hardcoded to 1.0 - 1000.0. | ||
- | Therefore it's not possible to build a perfect implementation at the moment, | ||
- | because camera' | ||
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- | ===== Example ===== | ||
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- | <file pascal> | ||
- | procedure TForm1.CreateBokeh(); | ||
- | begin | ||
- | FBokeh := TGorillaBokeh.Create(FViewport); | ||
- | FBokeh.AutoFocus := true; | ||
- | FBokeh.Fstop := 1; | ||
- | FBokeh.FrustumNearFar := PointF(10, 100); | ||
- | end; | ||
- | </ |