Tiled Depth of Field Splatting
Abstract
We present a method to compute post-processing depth of field (DOF) that produces more accurate results than previous approaches. Our method is based on existing approaches, namely DOF rendering by splatting and fast, tile-based particle accumulation. Using tile-based accumulation allows us to correctly sort out of focus pixels and apply proper alpha-blending to avoid artifacts commonly encountered with filter-based depth of field methods.
BibTeX
@inproceedings {10.2312:egp.20161056,
booktitle = {EG 2016 - Posters},
editor = {Luis Gonzaga Magalhaes and Rafal Mantiuk},
title = {{Tiled Depth of Field Splatting}},
author = {Selgrad, Kai and Franke, Linus and Stamminger, Marc},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egp.20161056}
}
booktitle = {EG 2016 - Posters},
editor = {Luis Gonzaga Magalhaes and Rafal Mantiuk},
title = {{Tiled Depth of Field Splatting}},
author = {Selgrad, Kai and Franke, Linus and Stamminger, Marc},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egp.20161056}
}