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Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation

Sungkil Lee, G. Jounghyun Kim, Seungmoon Choi
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}

}

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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.
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