Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A lens and aperture camera model for synthetic image generation
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
A phenomenological model for bokeh rendering
ACM SIGGRAPH 2002 conference abstracts and applications
Generating Depth-of-Field Effects in Virtual Reality Applications
IEEE Computer Graphics and Applications
Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
IEEE Transactions on Visualization and Computer Graphics
Depth of field postprocessing for layered scenes using constant-time rectangle spreading
Proceedings of Graphics Interface 2009
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
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 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
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Gaze-Dependent depth-of-field effect rendering in virtual environments
SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
A luminance-contrast-aware disparity model and applications
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader
Computer Graphics Forum
Accurate depth-of-field rendering using adaptive bilateral depth filtering
CVM'12 Proceedings of the First international conference on Computational Visual Media
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
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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We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dependent shading due to the use of a single view image. Our method also avoids the multiple rendering of a scene, but can approximate different views by relying on a layered image-based scene representation. We present several performance and quality improvements, such as early culling, approximate cone tracing, and jittered sampling. Our method achieves artifact-free results for complex scenes and reasonable depth-of-field blur in real time.