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Presented at Pacific Graphics 2008 Teasers and Videos
Abstract
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.
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Bibliography
@article{lee08:psdof,
title={{Real-Time Depth-of-Field Rendering Using Splatting on Per-Pixel Layers}},
author={Sungkil Lee and Gerard J. Kim and Seungmoon Choi},
journal={{Computer Graphics Forum}},
volume={27},
number={7},
pages={1955--1962},
year={2008}
}
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