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1 change: 1 addition & 0 deletions examples.html
Original file line number Diff line number Diff line change
Expand Up @@ -373,6 +373,7 @@
<a href="/examples/webxr/index.html" class="example-link">WebXR</a>
<a href="/examples/glsl/index.html" class="example-link">GLSL Shaders</a>
<a href="/examples/debug-color/index.html" class="example-link">Debug Coloring</a>
<a href="/examples/depth-of-field/index.html" class="example-link">Depth of Field</a>
<a href="/examples/editor/index.html" class="example-link">Editor</a>
</div>
<div class="content">
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66 changes: 66 additions & 0 deletions examples/depth-of-field/index.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
<!DOCTYPE html>
<html>

<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Spark • Depth of Field</title>
<style>
body {
margin: 0;
}
canvas {
touch-action: none;
}
</style>
</head>

<body>
<script type="importmap">
{
"imports": {
"three": "/examples/js/vendor/three/build/three.module.js",
"lil-gui": "/examples/js/vendor/lil-gui/dist/lil-gui.esm.js",
"@sparkjsdev/spark": "/dist/spark.module.js"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { SparkRenderer, SplatMesh, SparkControls } from "@sparkjsdev/spark";
import GUI from "lil-gui";
import { getAssetFileURL } from "/examples/js/get-asset-url.js";

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement)

const spark = new SparkRenderer({
renderer,
apertureAngle: 0.02,
focalDistance: 5.0,
enable2DGS: false,
});
scene.add(spark);

const gui = new GUI({ title: "DoF settings" });
gui.add(spark, "focalDistance", 0.1, 15, 0.1);
gui.add(spark, "apertureAngle", 0.0, 0.01 * Math.PI, 0.001);

const splatURL = await getAssetFileURL("valley.spz");
const background = new SplatMesh({ url: splatURL });
background.quaternion.set(1, 0, 0, 0);
background.scale.setScalar(0.5);
scene.add(background);

const controls = new SparkControls({ canvas: renderer.domElement });
renderer.setAnimationLoop(function animate(time) {
controls.update(camera);
renderer.render(scene, camera);
});
</script>
</body>

</html>
1 change: 1 addition & 0 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -145,6 +145,7 @@ <h2>Examples</h2>
<li><a href="/examples/webxr/">WebXR</a></li>
<li><a href="/examples/glsl/">GLSL Shaders</a></li>
<li><a href="/examples/debug-color/">Debug Coloring</a></li>
<li><a href="/examples/depth-of-field/">Depth of Field</a></li>
<li><a href="/examples/editor/">Editor</a></li>
<li><a href="/examples/viewer/">Viewer</a></li>
</ul>
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14 changes: 14 additions & 0 deletions src/SparkRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -115,6 +115,10 @@ export type SparkRendererOptions = {
// to correctly account for "blurring" when anti-aliasing. Typically 0.3
// (equivalent to approx 0.5 pixel radius) in scenes trained with anti-aliasing.
blurAmount?: number;
// Depth-of-field distance to focal plane
focalDistance?: number;
// Full-width angle of aperture opening (in radians), default 0.0 to disable
apertureAngle?: number;
// Modulate Gaussian kernel falloff. 0 means "no falloff, flat shading",
// while 1 is the normal Gaussian kernel. (default: 1.0)
falloff?: number;
Expand All @@ -140,6 +144,8 @@ export class SparkRenderer extends THREE.Mesh {
enable2DGS: boolean;
preBlurAmount: number;
blurAmount: number;
focalDistance: number;
apertureAngle: number;
falloff: number;
clipXY: number;

Expand Down Expand Up @@ -241,6 +247,8 @@ export class SparkRenderer extends THREE.Mesh {
this.enable2DGS = options.enable2DGS ?? true;
this.preBlurAmount = options.preBlurAmount ?? 0.0;
this.blurAmount = options.blurAmount ?? 0.3;
this.focalDistance = options.focalDistance ?? 0.0;
this.apertureAngle = options.apertureAngle ?? 0.0;
this.falloff = options.falloff ?? 1.0;
this.clipXY = options.clipXY ?? 1.4;

Expand Down Expand Up @@ -287,6 +295,10 @@ export class SparkRenderer extends THREE.Mesh {
preBlurAmount: { value: 0.0 },
// Add to 2D splat covariance diagonal and adjust opacity (anti-aliasing)
blurAmount: { value: 0.3 },
// Depth-of-field distance to focal plane
focalDistance: { value: 0.0 },
// Full-width angle of aperture opening (in radians)
apertureAngle: { value: 0.0 },
// Modulate Gaussian kernal falloff. 0 means "no falloff, flat shading",
// 1 is normal e^-x^2 falloff.
falloff: { value: 1.0 },
Expand Down Expand Up @@ -424,6 +436,8 @@ export class SparkRenderer extends THREE.Mesh {
this.uniforms.enable2DGS.value = this.enable2DGS;
this.uniforms.preBlurAmount.value = this.preBlurAmount;
this.uniforms.blurAmount.value = this.blurAmount;
this.uniforms.focalDistance.value = this.focalDistance;
this.uniforms.apertureAngle.value = this.apertureAngle;
this.uniforms.falloff.value = this.falloff;
this.uniforms.clipXY.value = this.clipXY;

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17 changes: 15 additions & 2 deletions src/shaders/splatVertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,8 @@ uniform bool debugFlag;
uniform bool enable2DGS;
uniform float blurAmount;
uniform float preBlurAmount;
uniform float focalDistance;
uniform float apertureAngle;
uniform float clipXY;

uniform usampler2DArray packedSplats;
Expand Down Expand Up @@ -135,10 +137,21 @@ void main() {
a += preBlurAmount;
d += preBlurAmount;

float fullBlurAmount = blurAmount;
if ((focalDistance > 0.0) && (apertureAngle > 0.0)) {
float focusRadius = MAX_PIXEL_RADIUS;
if (viewCenter.z < 0.0) {
float focusBlur = abs((-viewCenter.z - focalDistance) / viewCenter.z);
float apertureRadius = focal.x * tan(0.5 * apertureAngle);
focusRadius = focusBlur * apertureRadius;
}
fullBlurAmount = clamp(sqr(focusRadius), blurAmount, sqr(MAX_PIXEL_RADIUS));
}

// Do convolution with a 0.5-pixel Gaussian for anti-aliasing: sqrt(0.3) ~= 0.5
float detOrig = a * d - b * b;
a += blurAmount;
d += blurAmount;
a += fullBlurAmount;
d += fullBlurAmount;
float det = a * d - b * b;

// Compute anti-aliasing intensity scaling factor
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