2661

Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers

Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi
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}

}

Download Download (PDF)   View View   Source Source   

1919

views

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.
No votes yet.
Please wait...

* * *

* * *

HGPU group © 2010-2024 hgpu.org

All rights belong to the respective authors

Contact us: