Proceedings of the 19th Symposium on Interactive 3D Graphics and Games 2015
DOI: 10.1145/2699276.2699288
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Real-time depth of field using multi-layer filtering

Abstract: Figure 1: Our novel approach to rendering depth of field in real-time provides pleasant and plausible results (left), also for complicated cases where out-of-focus geometry in the near-field would occlude important scene geometry (right). AbstractWe present a novel technique for rendering depth of field that addresses difficult overlap cases, such as close, but out-of-focus, geometry in the near-field. Such scene configurations are not managed well by state-of-the-art post-processing approaches since essential… Show more

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Cited by 18 publications
(9 citation statements)
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“…In addition, due to the limitation of approximation using information of surrounding pixels, intensity leakage (i.e., pixel intensities in a focused area flowing into a blurred area) and blurring discontinuity (i.e., discontinuity around blurred boundaries in front of a focal plane) inevitably occur in an region where objects partially overlap [5]. In order to overcome these problems, several methods have been proposed, such as assigning pixel weights [5], [10], dividing a pinhole image into multiple layers based on its depth [4], and storing various information about one pixel [11], [12].…”
Section: Related Workmentioning
confidence: 99%
“…In addition, due to the limitation of approximation using information of surrounding pixels, intensity leakage (i.e., pixel intensities in a focused area flowing into a blurred area) and blurring discontinuity (i.e., discontinuity around blurred boundaries in front of a focal plane) inevitably occur in an region where objects partially overlap [5]. In order to overcome these problems, several methods have been proposed, such as assigning pixel weights [5], [10], dividing a pinhole image into multiple layers based on its depth [4], and storing various information about one pixel [11], [12].…”
Section: Related Workmentioning
confidence: 99%
“…But frequency analysis still increases total cost. Some researches apply defocus effects before compositing the final image [35]- [37]. [35] uses per-pixel arrays for collection, progressive filtering and alpha blending to simulate large and near-field blurs due to foreground is blurry and transparent.…”
Section: A Conventional Defocus Renderingmentioning
confidence: 99%
“…Some researches apply defocus effects before compositing the final image [35]- [37]. [35] uses per-pixel arrays for collection, progressive filtering and alpha blending to simulate large and near-field blurs due to foreground is blurry and transparent. [36] renders defocus blur by ray tracing into a layered color and depth buffer, but requires depth peeling to render the multilayer frame buffer and cause visible errors due to some occluded contours.…”
Section: A Conventional Defocus Renderingmentioning
confidence: 99%
“…Two classes of realtime algorithms have emerged. Methods from the first class apply defocus effects before compositing the final image [Křivánek et al 2003;Lee et al 2009Lee et al , 2008Selgrad et al 2015]. Such approaches achieve high visual quality, but come at the cost of resolving visibility.…”
Section: Rendering Defocusmentioning
confidence: 99%