Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
Haptics and Virtual Reality Laboratory, Department of Computer Science and Engineering, POSTECH, San 31, Hyoja-dong, Nam-gu, Pohang, Gyungbuk, 790-784, Republic of Korea
IEEE Transactions on Visualization and Computer Graphics, 2008
@article{lee2008real,
title={Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation},
author={Lee, S. and Kim, G.J. and Choi, S.},
journal={IEEE Transactions on Visualization and Computer Graphics},
pages={453–464},
year={2008},
publisher={Published by the IEEE Computer Society}
}
This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance.
July 14, 2011 by hgpu