@inproceedings{SelgradFrankeStamminger, author = {Selgrad, Kai and Franke, Linus and Stamminger, Marc}, title = {Tiled Depth of Field Splatting}, series = {EUROGRAPHICS 2016 (EG 2016) : Lisbon, Portugal, May 9th-13th, 2016 ; Posters}, booktitle = {EUROGRAPHICS 2016 (EG 2016) : Lisbon, Portugal, May 9th-13th, 2016 ; Posters}, editor = {Gonzaga Magalh{\~a}es, Luis and Mantiuk, Rafal}, publisher = {The Eurographics Association}, doi = {10.2312/egp.20161056}, pages = {39 -- 40}, 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.}, language = {en} } @inproceedings{FrankeHofmannStammingeretal., author = {Franke, Linus and Hofmann, Nikolai and Stamminger, Marc and Selgrad, Kai}, title = {Multi-Layer Depth of Field Rendering with Tiled Splatting}, series = {Proceedings of the ACM on Computer Graphics and Interactive Techniques}, volume = {1}, booktitle = {Proceedings of the ACM on Computer Graphics and Interactive Techniques}, number = {1}, publisher = {Association for Computing Machinery (ACM)}, address = {New York, NY, USA}, doi = {10.1145/3203200}, pages = {1 -- 17}, 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.}, language = {en} }