2011
DOI: 10.1111/j.1467-8659.2011.01943.x
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Depth of Field Effects for Interactive Direct Volume Rendering

Abstract: a) 6.1 FPS (b) 3.8 FPS (c) 3.8 FPS (d) 3.8 FPS Figure 1: The backpack data set with 512 × 512 × 373 voxels rendered a) with Phong shading only; and b) with depth of field with α = 30.9 • focused on the spray can in the foreground, c) on the wires behind it and d) on the boxes with the other spray can in the background. In each image 1469 slices were taken and gradients were estimated on the fly. AbstractIn this paper, a method for interactive direct volume rendering is proposed for computing depth of field eff… Show more

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Cited by 20 publications
(35 citation statements)
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“…They attribute this to the user having to get used to some part of the image appearing out of focus since they study other techniques for improving the correct perception of depth and DoF is one of the ones they test. To implement DoF in DVR, we referred to the work of Schott et al [26] that describes a DoF technique for slice based Volume rendering. A view-aligned slice based volume renderer is used where the view-aligned slices are blurred according to the distance from the viewer.…”
Section: Depth Of Field In Graphicsmentioning
confidence: 99%
See 3 more Smart Citations
“…They attribute this to the user having to get used to some part of the image appearing out of focus since they study other techniques for improving the correct perception of depth and DoF is one of the ones they test. To implement DoF in DVR, we referred to the work of Schott et al [26] that describes a DoF technique for slice based Volume rendering. A view-aligned slice based volume renderer is used where the view-aligned slices are blurred according to the distance from the viewer.…”
Section: Depth Of Field In Graphicsmentioning
confidence: 99%
“…It shows that on both sides of the focal distance z f , we can have regions having similar diameter for the circle of confusion which would translate to the same amount of blur. DoF is implemented as shown in Figure 3 and explained in [26]. A GPU slice based volume renderer is used and the scene is broken down into 2 sections namely before and after the focal plane.…”
Section: Depth Of Field For Dvrmentioning
confidence: 99%
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“…These techniques, all consider depth values in the compositing equation, and have been selected based on initial perceptual findings, and the widespread usage in volume rendering, as determined based on exchange with other researchers and our own experience, as well as the number of citations of the publications proposing these techniques. Thus, we compare standard DVR to Depth of Field rendering [Schott et al 2011], Depth Darkening [Svakhine et al 2009], Volumetric Halos [Bruckner and Gröller 2007], Volume Illustration [Rheingans and Ebert 2001], and Volumetric Line Drawings [Burns et al 2005]. An example for the application of each of these techniques is shown in Figure 1.…”
Section: Introductionmentioning
confidence: 99%