Multi-Layer Depth of Field Rendering with Tiled Splatting

Author:

Franke Linus1,Hofmann Nikolai1,Stamminger Marc1,Selgrad Kai1

Affiliation:

1. Computer Graphics Group, University of Erlangen-Nuremberg, Erlangen, Germany

Abstract

In this paper we present a scattering-based method to compute high quality depth of field in real time. Relying on multiple layers of scene data, our method naturally supports settings with partial occlusion, an important effect that is often disregarded by real time approaches. Using well-founded layer-reduction techniques and efficient mapping to the GPU, our approach out-performs established approaches with a similar high-quality feature set. Our proposed algorithm works by collecting a multi-layer image, which is then directly reduced to only keep hidden fragments close to discontinuities. Fragments are then further reduced by merging and then splatted to screen-space tiles. The per-tile information is then sorted and accumulated in order, yielding an overall approach that supports partial occlusion as well as properly ordered blending of the out-of-focus fragments.

Publisher

Association for Computing Machinery (ACM)

Subject

General Arts and Humanities

Reference35 articles.

1. Understanding the efficiency of ray traversal on GPUs

2. Sorting networks and their applications

3. Bill Claff. 2016. FOV Tables: Field-of-view of lenses by focal length. https://www.nikonians.org/reviews/fov-tables. Accessed on 15 Dec 2017. Bill Claff. 2016. FOV Tables: Field-of-view of lenses by focal length. https://www.nikonians.org/reviews/fov-tables. Accessed on 15 Dec 2017.

4. Distributed ray tracing

5. Joe Demers. 2004. Depth of Field: A Survey of Techniques. In GPU Gems Randima Fernando (Ed.). Pearson Higher Education. Cass Everitt. 2001. Interactive Order-Independent Transparency. Technical Report. NVIDIA Corporation. Joe Demers. 2004. Depth of Field: A Survey of Techniques. In GPU Gems Randima Fernando (Ed.). Pearson Higher Education. Cass Everitt. 2001. Interactive Order-Independent Transparency. Technical Report. NVIDIA Corporation.

Cited by 8 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering;SIGGRAPH Asia 2023 Conference Papers;2023-12-10

2. Potentially Visible Hidden-Volume Rendering for Multi-View Warping;ACM Transactions on Graphics;2023-07-26

3. Rendering algorithms for aberrated human vision simulation;Visual Computing for Industry, Biomedicine, and Art;2023-03-17

4. Focal Consistency of Virtual Reality Fusion Based on Depth Information;2022 3rd International Conference on Computer Vision, Image and Deep Learning & International Conference on Computer Engineering and Applications (CVIDL & ICCEA);2022-05-20

5. A Hybrid System for Real-time Rendering of Depth of Field Effect in Games;Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications;2022

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3