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Sungkil Lee, Gerard J. Kim, and Seungmoon Choi

Computer Graphics Forum, 27(7), 1955–1962, 2008.
Presented at Pacific Graphics 2008
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.
Paper preprints, slides, supplementary materials, and Google Scholar entry
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@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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