Rendering Lines In 15 layers

Rendering Lines In 15 layers

Simulating depth of field:
An openGL scene has been split into 15 seperate depth ranges. Each range is rendered by a different FBO. The FBO sizes are determined by the z-coordinate. Far-away objects are rendered to a FBO with a lower resolution than close objects. The resulting FBO's are stacked as textured quads on top of each other.

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Uploaded on May 9, 2011

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AlignmentsInSpaceFromBoids10

AlignmentsInSpaceFromBoids10

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Uploaded on May 1, 2011

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AlignmentsInSpaceFromBoids09

AlignmentsInSpaceFromBoids09

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Uploaded on May 1, 2011

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AlignmentsInSpaceFromBoids08

AlignmentsInSpaceFromBoids08

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Uploaded on May 1, 2011

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AlignmentsInSpaceFromBoids07

AlignmentsInSpaceFromBoids07

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Uploaded on May 1, 2011

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