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dc.contributor.authorJeong, Yunaen_US
dc.contributor.authorKim, Kangtaeen_US
dc.contributor.authorLee, Sungkilen_US
dc.contributor.editorHolly Rushmeier and Oliver Deussenen_US
dc.date.accessioned2015-02-28T16:07:15Z
dc.date.available2015-02-28T16:07:15Z
dc.date.issued2013en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12075en_US
dc.description.abstractThis paper presents a GPU‐based rendering algorithm for real‐time defocus blur effects, which significantly improves the accumulation buffering. The algorithm combines three distinctive techniques: (1) adaptive discrete geometric level of detail (LOD), made popping‐free by blending visibility samples across the two adjacent geometric levels; (2) adaptive visibility/shading sampling via sample reuse; (3) visibility supersampling via height‐field ray casting. All the three techniques are seamlessly integrated to lower the rendering cost of smooth defocus blur with high visibility sampling rates, while maintaining most of the quality of brute‐force accumulation buffering.This paper presents a GPU‐based rendering algorithm for real‐time defocus blur effects, which significantly improves the accumulation buffering. The algorithm combines three distinctive techniques: (1) adaptive discrete geometric level of detail (LOD), made popping‐free by blending visibility samples across the two adjacent geometric levels; (2) adaptive visibility/shading sampling via sample reuse; (3) visibility supersampling via height‐field ray casting. All the three techniques are seamlessly integrated to lower the rendering cost of smooth defocus blur with high visibility sampling rates, while maintaining most of the quality of brute‐force accumulation buffering.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectdefocus bluren_US
dc.subjectdepth‐of‐field renderingen_US
dc.subjectlevel of detailsen_US
dc.subjectGPUen_US
dc.subjectreal‐time renderingen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generation–Display Algorithmsen_US
dc.titleReal‐Time Defocus Rendering With Level of Detail and Sub‐Sample Bluren_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume32
dc.description.number6


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