Accurate Depth of Field Simulation in Real Time
We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy...
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Published in: | Computer graphics forum Vol. 26; no. 1; pp. 15 - 23 |
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Main Authors: | , , |
Format: | Journal Article |
Language: | English |
Published: |
Oxford, UK
Blackwell Publishing Ltd
01-03-2007
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Subjects: | |
Online Access: | Get full text |
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Summary: | We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two‐pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels. |
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Bibliography: | ArticleID:CGF935 ark:/67375/WNG-3Q7D5SK4-4 istex:343C5751CDF66EFF24AF11F8A087BB3DAF6CC6AB ObjectType-Article-2 SourceType-Scholarly Journals-1 ObjectType-Feature-1 content type line 23 |
ISSN: | 0167-7055 1467-8659 |
DOI: | 10.1111/j.1467-8659.2007.00935.x |