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Real-time Depth of Field Using Multi-layer Filtering

  • 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.

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Metadaten
Author:Kai Selgrad, Christian Reintges, Dominik Penk, Pascal Wagner, Marc Stamminger
DOI:https://doi.org/10.1145/2699276.2699288
ISBN:978-1-4503-3392-4
Parent Title (English):Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (i3D '15), 27 February 2015 - 1 March 2015, San Francisco California
Publisher:ACM
Place of publication:New York, NY, USA
Document Type:conference proceeding (article)
Language:English
Year of first Publication:2015
Release Date:2022/04/27
Tag:depth of field; layers; real-time; rendering
First Page:121
Last Page:127
Institutes:Fakultät Informatik und Mathematik
Begutachtungsstatus:peer-reviewed
Publication:Externe Publikationen
research focus:Digitalisierung
Licence (German):Keine Lizenz - Es gilt das deutsche Urheberrecht: § 53 UrhG