The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Through-the-lens camera control
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Lights from highlights and shadows
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A realistic camera model for computer graphics
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A user interface for interactive cinematic shadow design
Proceedings of the 29th 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
INFOVIS '01 Proceedings of the IEEE Symposium on Information Visualization 2001 (INFOVIS'01)
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
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Graphical Models - Special issue: Vision and computer graphics
Rendering skewed plane of sharp focus and associated depth of field
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
AppWand: editing measured materials using appearance-driven optimization
ACM SIGGRAPH 2007 papers
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
Non-linear aperture for stylized depth of field
SIGGRAPH 2009: Talks
Single pass depth peeling via CUDA rasterizer
SIGGRAPH 2009: Talks
Depth-of-field rendering with multiview synthesis
ACM SIGGRAPH Asia 2009 papers
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
Temporal light field reconstruction for rendering distribution effects
ACM SIGGRAPH 2011 papers
Physically-based real-time lens flare rendering
ACM SIGGRAPH 2011 papers
Artificial Intelligence for Engineering Design, Analysis and Manufacturing - Representing and Reasoning About Three-Dimensional Space
Gaze-Dependent depth-of-field effect rendering in virtual environments
SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
Multi-resolution depth-of-field rendering
ACM SIGGRAPH 2012 Posters
Per-Vertex Defocus Blur for Stochastic Rasterization
Computer Graphics Forum
Polynomial Optics: A Construction Kit for Efficient Ray-Tracing of Lens Systems
Computer Graphics Forum
High-quality parallel depth-of-field using line samples
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
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
Practical real-time lens-flare rendering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing real-time solutions and our results are mostly indistinguishable from offline rendering. Our method is also more general and can integrate advanced simulations, such as simple geometric lens models enabling various lens aberration effects. These latter is crucial for realism, but are often employed in artistic contexts, too. We show that available artistic lenses can be simulated by our method. In this spirit, our work introduces an intuitive control over depth-of-field effects. The physical basis is crucial as a starting point to enable new artistic renderings based on a generalized focal surface to emphasize particular elements in the scene while retaining a realistic look. Our real-time solution provides realistic, as well as plausible expressive results.