TY - CHAP A1 - Selgrad, Kai A1 - Reintges, Christian A1 - Penk, Dominik A1 - Wagner, Pascal A1 - Stamminger, Marc T1 - Real-time Depth of Field Using Multi-layer Filtering T2 - Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (i3D '15), 27 February 2015 - 1 March 2015, San Francisco California N2 - We present a novel technique for rendering depth of field that addresses difficult overlap cases, such as close, but out-of-focus, geometry in the near-field. Such scene configurations are not managed well by state-of-the-art post-processing approaches since essential information is missing due to occlusion. Our proposed algorithm renders the scene from a single camera position and computes a layered image using a single pass by constructing per-pixel lists. These lists can be filtered progressively to generate differently blurred representations of the scene. We show how this structure can be exploited to generate depth of field in real-time, even in complicated scene constellations. KW - depth of field KW - real-time KW - layers KW - rendering Y1 - 2015 SN - 978-1-4503-3392-4 U6 - https://doi.org/10.1145/2699276.2699288 SP - 121 EP - 127 PB - ACM CY - New York, NY, USA ER -