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Multi-Layer Depth of Field Rendering with Tiled Splatting

  • 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.

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Metadaten
Author:Linus Franke, Nikolai Hofmann, Marc Stamminger, Kai Selgrad
DOI:https://doi.org/10.1145/3203200
Parent Title (English):Proceedings of the ACM on Computer Graphics and Interactive Techniques
Publisher:Association for Computing Machinery (ACM)
Place of publication:New York, NY, USA
Document Type:conference proceeding (article)
Language:English
Year of first Publication:2018
Release Date:2022/04/25
Tag:Computer graphics; rasterization; rendereing; visibility
Volume:1
Issue:1
First Page:1
Last Page:17
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