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Anamorphic Lens Flare Implementation

Started by April 04, 2020 09:46 AM
0 comments, last by iradicator 4 years, 8 months ago

I want to add support for anamorphic lens flare effect in my engine.
I was wondering if somebody can share main implementation ideas.
How did you implement it in your studio?

In particular:
1. I'm interested in a screen-space approach. I don't want to splat sprites on top of the rendered image.
2. If I want to favor blue tint over other colors, how should I take into account pure red and green light sources? (second image below). In the first image, the explosion is not blue yet the flare has a blue tint. This is more a discussion point. I'm interested to hear opinions / ideas.
3. In these images, how did they get the “thin” anamorphic flare? Unless it's a combination of bloom and anamorphic flare, I'm not clear how they made it looked “compressed”.
4. I want to do processing in quarter res, artifacts pitfalls and mitigations?

Thanks!

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