dc.contributor.author | Liu, Xin | en_US |
dc.contributor.author | Rokne, Jon | en_US |
dc.contributor.editor | Chris Bregler and Pedro Sander and Michael Wimmer | en_US |
dc.date.accessioned | 2013-11-08T10:25:01Z | |
dc.date.available | 2013-11-08T10:25:01Z | |
dc.date.issued | 2012 | en_US |
dc.identifier.isbn | 978-3-905673-94-4 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/PE/PG/PG2012short/023-028 | en_US |
dc.description.abstract | Bokeh is important for the realism and aesthetics of graphical rendering, but hard to simulate. In this paper, we propose a novel method that conceptually shoots a 3D display with a physical camera. While a high-quality 3D display is not available, we render the 3D scene layer by layer on a 2D display, and shoot each rendered layer with a physical camera whose focus is adjusted to produce the right amount of blurs. The pure colours and opacities of each layer are extracted by a matting technique and then combined into a single image by alpha blending. The proposed method provides an alternative to bokeh simulation by purely computational algorithms. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Viewing algorithms | en_US |
dc.title | Bokeh Rendering with a Physical Lens | en_US |
dc.description.seriesinformation | Pacific Graphics Short Papers | en_US |