Visual Acuity in Day for Night
International Journal of Computer Vision
Diffusion curves: a vector representation for smooth-shaded images
ACM SIGGRAPH 2008 papers
Algorithms for rendering depth of field effects in computer graphics
ICCOMP'08 Proceedings of the 12th WSEAS international conference on Computers
Depth of field postprocessing for layered scenes using constant-time rectangle spreading
Proceedings of Graphics Interface 2009
Beyond viewpoint: X3D camera nodes for digital cinematography
Proceedings of the 14th International Conference on 3D Web Technology
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
Efficient image/video retexturing using parallel bilateral grids
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
CSCWD'05 Proceedings of the 9th international conference on Computer Supported Cooperative Work in Design II
VEA 2012: Interactive image/video retexturing using GPU parallelism
Computers and Graphics
Diffusion curves: a vector representation for smooth-shaded images
Communications of the ACM
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Computer graphics cameras lack the finite Depth of Field (DOF) present in real world ones. This results in all objects being rendered sharp regardless of their depth, reducing the realism of the scene. On top of that, real-world DOF provides a depth cue, that helps the human visual system decode the elements of a scene. Several methods have been proposed to render images with finite DOF, but these have always implied an important trade-off between speed and accuracy. In this paper, we introduce a novel anisotropic diffusion Partial Differential Equation (PDE) that is applied to the 2D image of the scene rendered with a pin-hole camera. In this PDE, the amount of blurring on the 2D image depends on the depth information of the 3D scene, present in the Z-buffer. This equation is well posed, has existence and uniqueness results, and it is a good approximation of the optical phenomenon, without the visual artifacts and depth inconsistencies present in other approaches. Because both inputs to our algorithm are present at the graphics card at every moment, we can run the processing entirely in the GPU. This fact, coupled with the particular numerical scheme chosen for our PDE, allows for real-time rendering using a programmable graphics card.