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Depth-of-field rendering with multiview synthesis

Published: 01 December 2009 Publication History

Abstract

We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dependent shading due to the use of a single view image. Our method also avoids the multiple rendering of a scene, but can approximate different views by relying on a layered image-based scene representation. We present several performance and quality improvements, such as early culling, approximate cone tracing, and jittered sampling. Our method achieves artifact-free results for complex scenes and reasonable depth-of-field blur in real time.

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      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 28, Issue 5
      December 2009
      646 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/1618452
      Issue’s Table of Contents

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 01 December 2009
      Published in TOG Volume 28, Issue 5

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