Show simple item record

dc.contributor.authorYu, Xuanen_US
dc.contributor.authorWang, Ruien_US
dc.contributor.authorYu, Jingyien_US
dc.date.accessioned2015-02-23T17:37:00Z
dc.date.available2015-02-23T17:37:00Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01797.xen_US
dc.description.abstractWe present a new algorithm for efficient rendering of high-quality depth-of-field (DoF) effects. We start with a single rasterized view (reference view) of the scene, and sample the light field by warping the reference view to nearby views. We implement the algorithm using NVIDIA s CUDA to achieve parallel processing, and exploit the atomic operations to resolve visibility when multiple pixels warp to the same image location. We then directly synthesize DoF effects from the sampled light field. To reduce aliasing artifacts, we propose an image-space filtering technique that compensates for spatial undersampling using MIP mapping. The main advantages of our algorithm are its simplicity and generality. We demonstrate interactive rendering of DoF effects in several complex scenes. Compared to existing methods, ours does not require ray tracing and hence scales well with scene complexity.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal-time Depth of Field Rendering via Dynamic Light Field Generation and Filteringen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01797.xen_US
dc.identifier.pages2099-2107en_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

  • 29-Issue 7
    Pacific Graphics 2010 - Special Issue

Show simple item record