Real-time Depth of Field using Multi-Layer Filtering

Beitrag bei einer Tagung


Details zur Publikation

Autor(en): Selgrad K, Reintges C, Penk D, Wagner P, Stamminger M
Verlag: ACM
Verlagsort: New York, NY
Jahr der Veröffentlichung: 2015
Tagungsband: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2015
Seitenbereich: 121-127
ISBN: 978-1-4503-3392-4


Abstract





We present a novel technique for rendering depth of field that addresses difficult overlap cases, such as close, but out-of-focus, geometry in the near-field. Such scene configurations are not managed well by state-of-the-art post-processing approaches since essential information is missing due to occlusion.



Our proposed algorithm renders the scene from a single camera position and computes a layered image using a single pass by constructing per-pixel lists. These lists can be filtered progressively to generate differently blurred representations of the scene. We show how this structure can be exploited to generate depth of field in real-time, even in complicated scene constellations.






 



FAU-Autoren / FAU-Herausgeber

Penk, Dominik
Lehrstuhl für Informatik 9 (Graphische Datenverarbeitung)
Reintges, Christian
Graduiertenkolleg 1773 Heterogene Bildsysteme
Selgrad, Kai
Lehrstuhl für Informatik 9 (Graphische Datenverarbeitung)
Stamminger, Marc Prof. Dr.
Lehrstuhl für Informatik 9 (Graphische Datenverarbeitung)
Wagner, Pascal
Lehrstuhl für Informatik 9 (Graphische Datenverarbeitung)


Zitierweisen

APA:
Selgrad, K., Reintges, C., Penk, D., Wagner, P., & Stamminger, M. (2015). Real-time Depth of Field using Multi-Layer Filtering. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2015 (pp. 121-127). New York, NY: ACM.

MLA:
Selgrad, Kai, et al. "Real-time Depth of Field using Multi-Layer Filtering." Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2015 New York, NY: ACM, 2015. 121-127.

BibTeX: 

Zuletzt aktualisiert 2018-09-08 um 23:25