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
Graphical Models - Special issue: Vision and computer graphics
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
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
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Single pass depth peeling via CUDA rasterizer
SIGGRAPH 2009: Talks
Depth-of-field rendering with multiview synthesis
ACM SIGGRAPH Asia 2009 papers
Real-time lens blur effects and focus control
ACM SIGGRAPH 2010 papers
Accurate depth-of-field rendering using adaptive bilateral depth filtering
CVM'12 Proceedings of the First international conference on Computational Visual Media
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Depth of field (DoF) is a depth range outside of which objects are blurred. DoF has been widely used in photography and films by artists and is expected to be applied to realistic image rendering and virtual reality applications in the area of computer graphics. This paper presents a framework that produces DoF effect with high quality and performance. It is a layered method rendering the scene into layers where spreading filter is used to directly get the output, reduce memory usage and improve the result comparing with other layered methods using gathering filter. Depth peeling is used to solve partial occlusion problem and modified to discard the insignificant occluded pixels so as to reduce the number of occluded layers. This framework can also eliminate artifacts such as intensity leakage and depth discontinuity, and is GPU-friendly.