Difference between revisions of "Depth of Field test"

From Second Life Wiki
Jump to navigation Jump to search
Line 18: Line 18:


===Object under cursor get DOF focus===
===Object under cursor get DOF focus===
# Move your cursor over various objects
# Move your cursor over various objects.
# '''Verify''' whichever object is behind your cursor is in focus. Objects nearer and farther may be blurry.
# '''Verify''' whichever object is behind your cursor is in focus. Objects nearer and farther may be blurry.


Line 33: Line 33:
# Move your cursor from your avatar to the ocean.
# Move your cursor from your avatar to the ocean.
# '''Verify''' your avatar remains focused.
# '''Verify''' your avatar remains focused.
===if you hover your cursor over your nametag, your avatar should get focus===
# Move your cursor from a distant object to your nametag
# '''Verify''' your avatar becomes focused.


===DOF becomes stronger as you zoom closer to an object===
===DOF becomes stronger as you zoom closer to an object===
Line 46: Line 50:
# Click the focus button on the media bar
# Click the focus button on the media bar
# '''Verify''' the camera moves to point directly at the media the entire media face looks sharp.
# '''Verify''' the camera moves to point directly at the media the entire media face looks sharp.
===In mouselook, object behind the crosshair is focused===
# Enter mouselook mode by pressing the m key.
# Move your view around.
# '''Verify''' that whatever is behind the block cursor in the center of the screen is in focus.
# Exit mouselook mode by pressing the escape key.
===HUD attachments should be ignored===
# Attache a block to your HUD or wear any HUD attachments you own.
# Move your cursor over various objects.
# '''Verify''' your HUD object is always in focus.
===DOF should be off when in build/edit mode===
# Create a box
# '''Verify''' nothing is blurry because DOF has been disabled.
# Close the edit tools.
# '''Verify''' DOF has been enabled again.


===CameraFieldOfView===
===CameraFieldOfView===
Line 72: Line 93:
* '''Verify''' it takes 3 seconds for the object to become focused.
* '''Verify''' it takes 3 seconds for the object to become focused.
* Click the default button and '''verify''' it defaults to 0.5s
* Click the default button and '''verify''' it defaults to 0.5s


===Transparency blah blah blah===
===Transparency blah blah blah===
Line 84: Line 103:
what dave wants: if you set transparency to 66% and alt zoom on the object... something... Dave is going to enter a bug and a test for the expected behavior
what dave wants: if you set transparency to 66% and alt zoom on the object... something... Dave is going to enter a bug and a test for the expected behavior


# Rez  7e4e8b40-19d5-9f1e-e0f7-4bf935d34b39
# Alt-zoom on red face of tiny cube, putting camera roughly 0.5m away from cube


1. Rez  7e4e8b40-19d5-9f1e-e0f7-4bf935d34b39
2. Alt-zoom on red face of tiny cube, putting camera roughly 0.5m away from cube
OBSERVE: Background is in focus when DoF is enabled
OBSERVE: Background is in focus when DoF is enabled
EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface.
EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface.


===if you hover your cursor over your nametag, your avatar should get focus===
===In mouselook, object behind the crosshair is focused===
test in mouselook mode. what ever is under the block cursor should get focus.
===HUD attachments should be ignored===
===DOF should be off when in build/edit mode===




Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?
Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?

Revision as of 18:42, 3 March 2011


Purpose

Test the functionality of the Depth of Field [DOF] render effect.

Sources

Depth_of_field

Scope

Video cards with OpenGL 3.0 or higher.

Test Plan

Setup

  1. Choose Me menu > Preferences.
  2. In the Preferences window, click Graphics tab.
  3. Click Advanced button to show additional options.
  4. Check Atmospheric shaders and Lighting and Shadows (if Lighting and Shadows is not a visible option, you'll need to get a viewer that includes the feature. See https://wiki.secondlife.com/wiki/Depth_of_field#How_can_I_see_the_depth_of_field_effect.3F).

Object under cursor get DOF focus

  1. Move your cursor over various objects.
  2. Verify whichever object is behind your cursor is in focus. Objects nearer and farther may be blurry.

Alt-zooming on something locks the DOF focus

  1. Hold the Alt key and click an object
  2. Verify the object is now focused.
  3. Move your cursor over various objects.
  4. Verify the object the object you alt-zoomed on remains focused.

Sky and void do not get DOF focus

  1. Move your cursor from your avatar to the sky.
  2. Verify your avatar remains focused.
  3. Teleport your avatar next to the void (where there is no region and ocean is rendered)
  4. Move your cursor from your avatar to the ocean.
  5. Verify your avatar remains focused.

if you hover your cursor over your nametag, your avatar should get focus

  1. Move your cursor from a distant object to your nametag
  2. Verify your avatar becomes focused.

DOF becomes stronger as you zoom closer to an object

  1. Alt-zoom on an object while watching objects in the background.
  2. Verify object in the background become fuzzier as you zoom closer to the foreground object.

DOF does nothing under water

  1. Fly under water and verify the DOF effect is disabled.

Media on a Prim looks sharp when focused

  1. Alt-zoom on media prim
  2. Verify the entire media face looks sharp.
  3. Click the focus button on the media bar
  4. Verify the camera moves to point directly at the media the entire media face looks sharp.

In mouselook, object behind the crosshair is focused

  1. Enter mouselook mode by pressing the m key.
  2. Move your view around.
  3. Verify that whatever is behind the block cursor in the center of the screen is in focus.
  4. Exit mouselook mode by pressing the escape key.

HUD attachments should be ignored

  1. Attache a block to your HUD or wear any HUD attachments you own.
  2. Move your cursor over various objects.
  3. Verify your HUD object is always in focus.

DOF should be off when in build/edit mode

  1. Create a box
  2. Verify nothing is blurry because DOF has been disabled.
  3. Close the edit tools.
  4. Verify DOF has been enabled again.

CameraFieldOfView

  • if you increase this, your focal plans get closer together.
  • if it's set properly, then mousing around on things should properly focus
  • defaults to ___

CameraFNumber

  • set it to 32, you'll have to really zoom in before the background gets fuzzy
  • set it to 4, background should be very fuzzy
  • defaults to ___

CameraFocalLength

  • the longer this is, the more narrow the depth of field is. used in combination with field of view to figure out what your aspect ratio.
  • 50mm is what you'd expect to see with 35mm camera
  • 200mm is like a telescope
  • 5 - 15mm would be like cell phone camera.
  • test:
  • 1 is basically no DOF
  • 1000 is exaggerated DOF, like tilt-zoom
  • defaults to 50.

CameraFocusTransitionTime

  • Change value to 3
  • Move your cursor over a far away object
  • Verify it takes 3 seconds for the object to become focused.
  • Click the default button and verify it defaults to 0.5s

Transparency blah blah blah

if an object is 100% transparent, your raycast should go through it Unless it has a touch event.

does this break any transparent content that needs right clicking or left clicking?

does it match up with the right click-thru?

what dave wants: if you set transparency to 66% and alt zoom on the object... something... Dave is going to enter a bug and a test for the expected behavior

  1. Rez 7e4e8b40-19d5-9f1e-e0f7-4bf935d34b39
  2. Alt-zoom on red face of tiny cube, putting camera roughly 0.5m away from cube

OBSERVE: Background is in focus when DoF is enabled

EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface.


Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?