Multi-Layer Depth of Field Rendering with Tiled Splatting
Autor: | Nikolai Hofmann, Kai Selgrad, Linus Franke, Marc Stamminger |
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Rok vydání: | 2018 |
Předmět: |
Computer science
business.industry 020207 software engineering 02 engineering and technology Virtual reality Classification of discontinuities Computer Graphics and Computer-Aided Design Computer Science Applications Rendering (computer graphics) 0202 electrical engineering electronic engineering information engineering Eye tracking 020201 artificial intelligence & image processing Computer vision Depth of field Artificial intelligence business Partial occlusion Feature set Multi layer |
Zdroj: | Proceedings of the ACM on Computer Graphics and Interactive Techniques. 1:1-17 |
ISSN: | 2577-6193 |
DOI: | 10.1145/3203200 |
Popis: | 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. |
Databáze: | OpenAIRE |
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