Filtering by repeated integration
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
2 1/2—D depth-of-field simulation for computer animation
Graphics Gems III
A realistic camera model for computer graphics
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Synthetic Image Generation with a Lens and Aperture Camera Model
ACM Transactions on Graphics (TOG)
Constant-time filtering with space-variant kernels
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Fast perception-based depth of field rendering
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Importance Ordering for Real-Time Depth of Field
ICSC '95 Proceedings of the Third International Computer Science Conference on Image Analysis Applications and Computer Graphics
An analytic visible surface algorithm for independent pixel processing
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Real-Time, Accurate Depth of Field using Anisotropic Diffusion and Programmable Graphics Cards
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
Graphical Models - Special issue: Vision and computer graphics
Generating Depth-of-Field Effects in Virtual Reality Applications
IEEE Computer Graphics and Applications
Camera models and optical systems used in computer graphics: part I, object-based techniques
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Camera models and optical systems used in computer graphics: part II, image-based techniques
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Median Filtering in Constant Time
IEEE Transactions on Image Processing
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
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Approximate depth of field effects using few samples per pixel
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
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Control over what is in focus and what is not in focus in an image is an important artistic tool. The range of depth in a 3D scene that is imaged in sufficient focus through an optics system, such as a camera lens, is called depth of field. Without depth of field, the entire scene appears completely in sharp focus, leading to an unnatural, overly crisp appearance. Current techniques for rendering depth of field in computer graphics are either slow or suffer from artifacts, or restrict the choice of point spread function (PSF). In this paper, we present a new image filter based on rectangle spreading which is constant time per pixel. When used in a layered depth of field framework, our filter eliminates the intensity leakage and depth discontinuity artifacts that occur in previous methods. We also present several extensions to our rectangle spreading method to allow flexibility in the appearance of the blur through control over the PSF.