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Real-time depth of field using multi-layer filtering

Published: 27 February 2015 Publication History

Abstract

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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References

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      cover image ACM Conferences
      i3D '15: Proceedings of the 19th Symposium on Interactive 3D Graphics and Games
      February 2015
      133 pages
      ISBN:9781450333924
      DOI:10.1145/2699276
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      Published: 27 February 2015

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      Author Tags

      1. depth of field
      2. layers
      3. real-time
      4. rendering

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      • German Research Foundation

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      I3D '15
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      I3D '15: Symposium on Interactive 3D Graphics and Games
      February 27 - March 1, 2015
      California, San Francisco

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      Overall Acceptance Rate 148 of 485 submissions, 31%

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      • (2018)Multi-Layer Depth of Field Rendering with Tiled SplattingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32032001:1(1-17)Online publication date: 25-Jul-2018
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