Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers
dc.contributor.author | Lee, Sungkil | en_US |
dc.contributor.author | Kim, Gerard Jounghyun | en_US |
dc.contributor.author | Choi, Seungmoon | en_US |
dc.date.accessioned | 2015-02-21T18:00:46Z | |
dc.date.available | 2015-02-21T18:00:46Z | |
dc.date.issued | 2008 | en_US |
dc.description.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. | en_US |
dc.description.number | 7 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 27 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2008.01344.x | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 1955-1962 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2008.01344.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers | en_US |