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
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Generating Depth-of-Field Effects in Virtual Reality Applications
IEEE Computer Graphics and Applications
Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments
IEEE Computer Graphics and Applications
Algorithms for rendering depth of field effects in computer graphics
ICCOMP'08 Proceedings of the 12th WSEAS international conference on Computers
Efficient affinity-based edit propagation using K-D tree
ACM SIGGRAPH Asia 2009 papers
Depth-of-field rendering with multiview synthesis
ACM SIGGRAPH Asia 2009 papers
Real-time lens blur effects and focus control
ACM SIGGRAPH 2010 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
Adaptive Bilateral Filter for Sharpness Enhancement and Noise Removal
IEEE Transactions on Image Processing
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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Real-time depth of field (DoF) rendering is crucial to realistic image synthesis and VR applications. This paper presents a new method to simulate the depth-of-field effects with bilateral depth filtering. Unlike the traditional rendering methods that handle the depth-of-field with Gaussian filtering, we develop a new DoF filter, called adaptive bilateral depth filter, to adaptively postfilter the pixels according to their depth variance. Depth information is used to focus on the objects with edge-preserving property. Our approach can eliminate the artifacts of intensity leakage, which can generate adaptive high-quality DoF rendering effects dynamically, and can be fully implemented in GPU parallelization.