02距離に応じてピントがぼやけるボケ背景
各図形の距離値をぼかし半径に変換し、filter blurの値をリアルタイムで再計算することで、焦点面から遠いほど図形の輪郭が大きくにじむ。
使いどころカメラのピント感を出す紹介セクション背景
blurForDepthDEPTH_BLUR_MAX_PXfocalDepthAt

<main class="stage">
<div class="d3 is-demo" id="d3Root" tabindex="0">
<canvas class="d3__canvas" id="d3Canvas" width="480" height="300"></canvas>
<p class="d3__caption">各図形の距離値をぼかし半径に変換し、filter blurの値をリアルタイムで再計算することで、焦点面から遠いほど図形の輪郭が大きくにじむ</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-yellow);
.d3 {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $stage-yellow;
outline: none;
cursor: crosshair;
}
.d3__canvas {
display: block;
width: 100%;
height: 100%;
}
.d3__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 78%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.d3__caption { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.d3 { cursor: pointer; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffd23f;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.d3 {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #ffd23f;
outline: none;
cursor: crosshair;
}
.d3__canvas {
display: block;
width: 100%;
height: 100%;
}
.d3__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 78%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.d3__caption {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.d3 {
cursor: pointer;
}
}(function () {
// 기법: 원마다 가상 거리값(distancePx)을 갖고, 매 프레임 focalDepth(초점면 거리, 시간에 따라
// 오간다)와의 차이를 blurForDepth 로 흐림 반경(px)으로 바꿔 ctx.filter = blur(...) 를 다시
// 세팅한 뒤 그린다 — 초점면에 가까운 원은 선명하게, 멀어질수록 DEPTH_BLUR_MAX_PX 까지 크게 번진다.
var root = document.getElementById('d3Root');
var canvas = document.getElementById('d3Canvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var CALC_W = 160, CALC_H = 100;
var DEPTH_BLUR_MAX_PX = 14;
var FOCAL_CYCLE_MS = 4200;
var FOCAL_RANGE_NEAR = 30, FOCAL_RANGE_FAR = 160;
var BOKEH_COUNT = 14;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rnd = seedRand(429021);
var palette = ['#ffe6b3', '#ffd23f', '#ff9ebb', '#6ec8ff', '#4cd4a6'];
var circles = [];
for (var i = 0; i < BOKEH_COUNT; i += 1) {
circles.push({
distancePx: 20 + rnd() * 150,
baseX: 14 + rnd() * (CALC_W - 28),
baseY: 12 + rnd() * (CALC_H - 24),
size: 5 + rnd() * 11,
phase: rnd() * Math.PI * 2,
driftAmp: 3 + rnd() * 5,
color: palette[i % palette.length]
});
}
function focalDepthAt(t) {
var f = (Math.sin(t / FOCAL_CYCLE_MS * Math.PI * 2) + 1) / 2;
return FOCAL_RANGE_NEAR + f * (FOCAL_RANGE_FAR - FOCAL_RANGE_NEAR);
}
function blurForDepth(distancePx, focalDepth) {
var diff = Math.abs(distancePx - focalDepth);
return Math.max(0, Math.min(DEPTH_BLUR_MAX_PX, diff / 9));
}
var elapsed = 0;
var cw = 480, ch = 300;
function drawScene(nowMs) {
var sx = cw / CALC_W, sy = ch / CALC_H;
var savg = (sx + sy) / 2;
var focalDepth = focalDepthAt(nowMs);
ctx.clearRect(0, 0, cw, ch);
ctx.globalCompositeOperation = 'lighter';
var order = circles.slice().sort(function (a, b) { return b.distancePx - a.distancePx; });
for (var i = 0; i < order.length; i += 1) {
var c = order[i];
var blurPx = blurForDepth(c.distancePx, focalDepth);
var alpha = Math.max(0.3, Math.min(0.95, 1 - c.distancePx / 210));
var driftX = Math.sin(nowMs * 0.0006 + c.phase) * c.driftAmp;
var driftY = Math.cos(nowMs * 0.0005 + c.phase) * c.driftAmp * 0.6;
var dx = (c.baseX + driftX) * sx, dy = (c.baseY + driftY) * sy;
var dr = c.size * savg;
ctx.filter = blurPx > 0.15 ? 'blur(' + (blurPx * savg).toFixed(1) + 'px)' : 'none';
var g = ctx.createRadialGradient(dx, dy, 0, dx, dy, dr);
g.addColorStop(0, c.color);
g.addColorStop(1, 'rgba(0,0,0,0)');
ctx.globalAlpha = alpha;
ctx.fillStyle = g;
ctx.beginPath();
ctx.arc(dx, dy, dr, 0, Math.PI * 2);
ctx.fill();
}
ctx.filter = 'none';
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = 'source-over';
}
function fit() {
var r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas.width = cw; canvas.height = ch;
drawScene(elapsed);
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
if (reduce) root.classList.remove('is-demo');
var focalNudge = 0;
wrap.addEventListener('pointermove', function (e) {
var r = wrap.getBoundingClientRect();
focalNudge = ((e.clientX - r.left) / r.width - 0.5) * 2;
if (reduce) drawScene(elapsed + focalNudge * FOCAL_CYCLE_MS * 0.25);
});
wrap.addEventListener('keydown', function (e) {
var moved = true;
if (e.key === 'ArrowLeft') focalNudge = Math.max(-1, focalNudge - 0.12);
else if (e.key === 'ArrowRight') focalNudge = Math.min(1, focalNudge + 0.12);
else moved = false;
if (moved) {
e.preventDefault();
if (reduce) drawScene(elapsed + focalNudge * FOCAL_CYCLE_MS * 0.25);
}
});
var warmSteps = reduce ? 160 : 120;
for (var w = 0; w < warmSteps; w += 1) elapsed += 20;
var lastTs = null;
function tick(ts) {
if (lastTs === null) lastTs = ts;
var dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
drawScene(elapsed + focalNudge * FOCAL_CYCLE_MS * 0.25);
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
drawScene(elapsed);
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./Depth3dBokehBlurFalloff.module.scss";
type Bokeh = {
distancePx: number;
baseX: number;
baseY: number;
size: number;
phase: number;
driftAmp: number;
color: string;
};
export default function Depth3dBokehBlurFalloff() {
const rootRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
if (!root || !canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const wrap = canvas.parentElement as HTMLElement;
const CALC_W = 160, CALC_H = 100;
const DEPTH_BLUR_MAX_PX = 14;
const FOCAL_CYCLE_MS = 4200;
const FOCAL_RANGE_NEAR = 30, FOCAL_RANGE_FAR = 160;
const BOKEH_COUNT = 14;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rnd = seedRand(429021);
const palette = ["#ffe6b3", "#ffd23f", "#ff9ebb", "#6ec8ff", "#4cd4a6"];
const circles: Bokeh[] = [];
for (let i = 0; i < BOKEH_COUNT; i += 1) {
circles.push({
distancePx: 20 + rnd() * 150,
baseX: 14 + rnd() * (CALC_W - 28),
baseY: 12 + rnd() * (CALC_H - 24),
size: 5 + rnd() * 11,
phase: rnd() * Math.PI * 2,
driftAmp: 3 + rnd() * 5,
color: palette[i % palette.length]
});
}
function focalDepthAt(t: number) {
const f = (Math.sin(t / FOCAL_CYCLE_MS * Math.PI * 2) + 1) / 2;
return FOCAL_RANGE_NEAR + f * (FOCAL_RANGE_FAR - FOCAL_RANGE_NEAR);
}
function blurForDepth(distancePx: number, focalDepth: number) {
const diff = Math.abs(distancePx - focalDepth);
return Math.max(0, Math.min(DEPTH_BLUR_MAX_PX, diff / 9));
}
let elapsed = 0;
let cw = 480, ch = 300;
let focalNudge = 0;
function drawScene(nowMs: number) {
const sx = cw / CALC_W, sy = ch / CALC_H;
const savg = (sx + sy) / 2;
const focalDepth = focalDepthAt(nowMs);
ctx!.clearRect(0, 0, cw, ch);
ctx!.globalCompositeOperation = "lighter";
const order = circles.slice().sort((a, b) => b.distancePx - a.distancePx);
for (let i = 0; i < order.length; i += 1) {
const c = order[i];
const blurPx = blurForDepth(c.distancePx, focalDepth);
const alpha = Math.max(0.3, Math.min(0.95, 1 - c.distancePx / 210));
const driftX = Math.sin(nowMs * 0.0006 + c.phase) * c.driftAmp;
const driftY = Math.cos(nowMs * 0.0005 + c.phase) * c.driftAmp * 0.6;
const dx = (c.baseX + driftX) * sx, dy = (c.baseY + driftY) * sy;
const dr = c.size * savg;
ctx!.filter = blurPx > 0.15 ? "blur(" + (blurPx * savg).toFixed(1) + "px)" : "none";
const g = ctx!.createRadialGradient(dx, dy, 0, dx, dy, dr);
g.addColorStop(0, c.color);
g.addColorStop(1, "rgba(0,0,0,0)");
ctx!.globalAlpha = alpha;
ctx!.fillStyle = g;
ctx!.beginPath();
ctx!.arc(dx, dy, dr, 0, Math.PI * 2);
ctx!.fill();
}
ctx!.filter = "none";
ctx!.globalAlpha = 1;
ctx!.globalCompositeOperation = "source-over";
}
function fit() {
const r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas!.width = cw; canvas!.height = ch;
drawScene(elapsed);
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
if (reduce) root.classList.remove("is-demo");
function onPointerMove(e: PointerEvent) {
const r = wrap.getBoundingClientRect();
focalNudge = ((e.clientX - r.left) / r.width - 0.5) * 2;
if (reduce) drawScene(elapsed + focalNudge * FOCAL_CYCLE_MS * 0.25);
}
function onKeydown(e: KeyboardEvent) {
let moved = true;
if (e.key === "ArrowLeft") focalNudge = Math.max(-1, focalNudge - 0.12);
else if (e.key === "ArrowRight") focalNudge = Math.min(1, focalNudge + 0.12);
else moved = false;
if (moved) {
e.preventDefault();
if (reduce) drawScene(elapsed + focalNudge * FOCAL_CYCLE_MS * 0.25);
}
}
wrap.addEventListener("pointermove", onPointerMove);
wrap.addEventListener("keydown", onKeydown);
const warmSteps = reduce ? 160 : 120;
for (let w = 0; w < warmSteps; w += 1) elapsed += 20;
let lastTs: number | null = null;
let raf = 0;
function tick(ts: number) {
if (lastTs === null) lastTs = ts;
const dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
drawScene(elapsed + focalNudge * FOCAL_CYCLE_MS * 0.25);
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
drawScene(elapsed);
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
wrap.removeEventListener("pointermove", onPointerMove);
wrap.removeEventListener("keydown", onKeydown);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.d3} is-demo`} ref={rootRef} tabIndex={0}>
<canvas className={styles.d3__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.d3__caption}>각 도형의 거리값을 흐림 반경으로 변환해 실시간으로 filter blur 값을 다시 계산해, 초점면에서 멀어질수록 도형 윤곽이 더 크게 번진다</p>
</div>
</main>
);
}02 距離に応じてピントがぼやけるボケ背景 — 計測 累積面積 16.966% · 動いたフレーム 15/23GODRICH オリジナル · SCSS と React は zip に同梱 · css パララックス 背景 9選 — 奥行き3Dシーン
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