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Lecture 6: Rasterization Pipeline (13)
andrewhuang56

It's pretty clear to me that the background is much farther away than the cube, and the gradation of the background is not very interesting (and very predictable). In lecture, we talked about how, for 8-bit shading, a lot of the cube look the exact same color because of how few shades we have, but is there a common practice of using a more logarithmic distance function, one that would give us more detail regarding the front of the cube, and maybe less detail to the tiled background behind it? Could it be beneficial?

StaffMichaelRenMR

I'm assuming you're talking about background blur akin to what you see in macro photography / large aperture shots. This is an interesting idea! While I'm not sure how well it would work in this specific case with a Z-buffer (maybe others can chime in), you'll see that when we start talking about cameras / ray-tracing that achieving a shallow depth-of-field is possible. Essentially we will model the scene as if we are looking at it through a camera with certain settings (aperture, focal length, etc.), then conduct ray tracing based on those settings. You'll have the option to implement this in one of the later projects :)

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