Fast perception-based depth of field rendering
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Putting the virtual into reality: assessing object-presence with projection-augmented models
Presence: Teleoperators and Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Adaptive Multi-Resolution Modeling Technique Based on Viewing and Animation Parameters
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Active refocusing of images and videos
ACM SIGGRAPH 2007 papers
Depth-of-field blur effects for first-person navigation in virtual environments
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Algorithms for rendering depth of field effects in computer graphics
ICCOMP'08 Proceedings of the 12th WSEAS international conference on Computers
Depth of field postprocessing for layered scenes using constant-time rectangle spreading
Proceedings of Graphics Interface 2009
Depth-of-field rendering with multiview synthesis
ACM SIGGRAPH Asia 2009 papers
Using blur to affect perceived distance and size
ACM Transactions on Graphics (TOG)
Real-time lens blur effects and focus control
ACM SIGGRAPH 2010 papers
Photo-realistic depth-of-field effects synthesis based on real camera parameters
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
An algorithm for rendering generalized depth of field effects based on simulated heat diffusion
ICCSA'07 Proceedings of the 2007 international conference on Computational science and its applications - Volume Part III
Photo-consistent synthesis of motion blur and depth-of-field effects with a real camera model
Image and Vision Computing
Depth of field effects for interactive direct volume rendering
EuroVis'11 Proceedings of the 13th Eurographics / IEEE - VGTC conference on Visualization
Accurate depth-of-field rendering using adaptive bilateral depth filtering
CVM'12 Proceedings of the First international conference on Computational Visual Media
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Virtual reality is a rapidly expanding area of computer graphics. While initially confined to military and flight simulation, VR technology is now applied to many new applications. To achieve high levels of realism, these applications must meet various performance parameters, especially human perception factors. In this article I propose a solution to the problem of simulating accommodation effects (that is, depth-of-field effects resulting from the eye's accommodation in focusing on an object in a scene). A new technique generates depth-of-field effects, taking into account optical properties of the human eye. Accounting for these effects generates more realistic images, closely approximating the real scenes perceived by human observers. The lack of those effects causes the surreal appearance of generated images. Theproposed algorithm is fast and suitable for generating images for VR and other real time applications.