dc.contributor.author | Selgrad, Kai | en_US |
dc.contributor.author | Franke, Linus | en_US |
dc.contributor.author | Stamminger, Marc | en_US |
dc.contributor.editor | Luis Gonzaga Magalhaes and Rafal Mantiuk | en_US |
dc.date.accessioned | 2016-04-26T07:50:50Z | |
dc.date.available | 2016-04-26T07:50:50Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egp.20161056 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computer Graphics [I.3.3] | en_US |
dc.subject | Image Generation | en_US |
dc.subject | Display algorithms | en_US |
dc.title | Tiled Depth of Field Splatting | en_US |
dc.description.seriesinformation | EG 2016 - Posters | en_US |
dc.description.sectionheaders | Posters | en_US |
dc.identifier.doi | 10.2312/egp.20161056 | en_US |
dc.identifier.pages | 39-40 | en_US |