Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers

dc.contributor.authorLee, Sungkilen_US
dc.contributor.authorKim, Gerard Jounghyunen_US
dc.contributor.authorChoi, Seungmoonen_US
dc.date.accessioned2015-02-21T18:00:46Z
dc.date.available2015-02-21T18:00:46Z
dc.date.issued2008en_US
dc.description.abstractWe 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.number7en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01344.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages1955-1962en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2008.01344.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layersen_US
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