Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers
Haptics and Virtual Reality Laboratory, Computer Science and Engineering, POSTECH, Korea
Computer Graphics Forum, Volume 27, Issue 7, pages 1955-1962, October 2008
@conference{lee2008real,
title={Real-time depth-of-field rendering using point splatting on per-pixel layers},
author={Lee, S. and Kim, G.J. and Choi, S.},
booktitle={Computer Graphics Forum},
volume={27},
number={7},
pages={1955–1962},
issn={1467-8659},
year={2008},
organization={John Wiley & Sons}
}
We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high-quality depth-of-field results even in the presence of partial occlusion, without major artifacts often present in the previous real-time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real-time post-processing for both off-line and interactive applications.
January 30, 2011 by hgpu