Proceedings of the Conference on High Performance Graphics 2009
Depth-of-field rendering with multiview synthesis
ACM SIGGRAPH Asia 2009 papers
Real-time lens blur effects and focus control
ACM SIGGRAPH 2010 papers
Real-time rough refraction via LEAN mapping and Gaussian sum reduction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Layered depth-of-field rendering using color spreading
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Racking focus and tracking focus on live video streams: a stereo solution
The Visual Computer: International Journal of Computer Graphics
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This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance.