Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers
Abstract
We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high-quality depth-of-field results even in the presence of partial occlusion, without major artifacts often present in the previous real-time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real-time post-processing for both off-line and interactive applications.
BibTeX
@article {10.1111:j.1467-8659.2008.01344.x,
journal = {Computer Graphics Forum},
title = {{Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers}},
author = {Lee, Sungkil and Kim, Gerard Jounghyun and Choi, Seungmoon},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01344.x}
}
journal = {Computer Graphics Forum},
title = {{Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers}},
author = {Lee, Sungkil and Kim, Gerard Jounghyun and Choi, Seungmoon},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01344.x}
}