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  <doc>
    <id>3575</id>
    <completedYear/>
    <publishedYear>2018</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst>1</pageFirst>
    <pageLast>17</pageLast>
    <pageNumber/>
    <edition/>
    <issue>1</issue>
    <volume>1</volume>
    <type>conferenceobject</type>
    <publisherName>Association for Computing Machinery (ACM)</publisherName>
    <publisherPlace>New York, NY, USA</publisherPlace>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>--</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>--</thesisDateAccepted>
    <title language="eng">Multi-Layer Depth of Field Rendering with Tiled Splatting</title>
    <abstract language="eng">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.</abstract>
    <parentTitle language="eng">Proceedings of the ACM on Computer Graphics and Interactive Techniques</parentTitle>
    <identifier type="doi">10.1145/3203200</identifier>
    <enrichment key="opus.import.date">2022-04-21T06:30:05+00:00</enrichment>
    <enrichment key="opus.source">sword</enrichment>
    <enrichment key="opus.import.user">importuser</enrichment>
    <enrichment key="BegutachtungStatus">peer-reviewed</enrichment>
    <licence>Keine Lizenz - Es gilt das deutsche Urheberrecht: § 53 UrhG</licence>
    <author>Linus Franke</author>
    <author>Nikolai Hofmann</author>
    <author>Marc Stamminger</author>
    <author>Kai Selgrad</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Computer graphics</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>rasterization</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>rendereing</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>visibility</value>
    </subject>
    <collection role="institutes" number="FakIM">Fakultät Informatik und Mathematik</collection>
    <collection role="othpublikationsherkunft" number="">Externe Publikationen</collection>
    <collection role="othforschungsschwerpunkt" number="16311">Digitalisierung</collection>
  </doc>
  <doc>
    <id>3555</id>
    <completedYear/>
    <publishedYear>2017</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst>1</pageFirst>
    <pageLast>10</pageLast>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>conferenceobject</type>
    <publisherName>ACM</publisherName>
    <publisherPlace>New York, NY, USA</publisherPlace>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>--</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>--</thesisDateAccepted>
    <title language="eng">Hierarchical Multi-layer Screen-space Ray Tracing</title>
    <abstract language="eng">In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are more important than strictly correct ones. However, even in such tightly controlled environments, missing scene information can cause visible artifacts. This can be tackled by keeping multiple layers of screen-space information, but might not be afforable on severely limited time-budgets. Traversal speed of single-layer ray marching is commonly improved by multi-resolution schemes, from sub-sampling to stepping through mip-maps to achieve faster frame rates. We show that by combining these approaches, keeping multiple layers and tracing on multiple resolutions, images of higher quality can be computed rapidly. Figure 1 shows this for two scenes with multi-bounce reflections that would show strong artifacts when using only a single layer.</abstract>
    <parentTitle language="eng">Proceedings of High Performance Graphics (HPG '17), July 28 - 30, 2017, Los Angeles California</parentTitle>
    <identifier type="isbn">978-1-4503-5101-0</identifier>
    <identifier type="doi">10.1145/3105762.3105781</identifier>
    <enrichment key="opus.import.date">2022-04-21T06:30:05+00:00</enrichment>
    <enrichment key="opus.source">sword</enrichment>
    <enrichment key="opus.import.user">importuser</enrichment>
    <enrichment key="BegutachtungStatus">peer-reviewed</enrichment>
    <licence>Keine Lizenz - Es gilt das deutsche Urheberrecht: § 53 UrhG</licence>
    <author>Nikolai Hofmann</author>
    <author>Phillip Bogendörfer</author>
    <author>Marc Stamminger</author>
    <author>Kai Selgrad</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Multi-Layer</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>real-time rendering</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Screen-Space Ray Tracing</value>
    </subject>
    <collection role="institutes" number="FakIM">Fakultät Informatik und Mathematik</collection>
    <collection role="othpublikationsherkunft" number="">Externe Publikationen</collection>
    <collection role="othforschungsschwerpunkt" number="16311">Digitalisierung</collection>
  </doc>
</export-example>
