Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation

Sungkil Lee, Jeonghyun Kim, Seungmoon Choi

Research output: Contribution to journalArticle

43 Citations (Scopus)

Abstract

This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance.

Original languageEnglish
Article number4641923
Pages (from-to)453-464
Number of pages12
JournalIEEE Transactions on Visualization and Computer Graphics
Volume15
Issue number3
DOIs
Publication statusPublished - 2009 May 1

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Interpolation
Artifacts
Virtual reality
Post and Core Technique
Image quality
Graphics processing unit
Rendering (computer graphics)

Keywords

  • Anisotropic filtering
  • Depth of field
  • Mipmap interpolation
  • Virtual reality

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Software
  • Computer Vision and Pattern Recognition
  • Signal Processing

Cite this

Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation. / Lee, Sungkil; Kim, Jeonghyun; Choi, Seungmoon.

In: IEEE Transactions on Visualization and Computer Graphics, Vol. 15, No. 3, 4641923, 01.05.2009, p. 453-464.

Research output: Contribution to journalArticle

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