Real-time depth-of-field rendering using point splatting on per-pixel layers

Sungkil Lee, Jeonghyun Kim, Seungmoon Choi

Research output: Contribution to journalArticle

35 Citations (Scopus)

Abstract

We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high-quality depth-of-field results even in the presence of partial occlusion, without major artifacts often present in the previous real-time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real-time post-processing for both off-line and interactive applications.

Original languageEnglish
Pages (from-to)1955-1962
Number of pages8
JournalComputer Graphics Forum
Volume27
Issue number7
DOIs
Publication statusPublished - 2008 Oct 1

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Pixels
Processing
Graphics processing unit

ASJC Scopus subject areas

  • Computer Networks and Communications

Cite this

Real-time depth-of-field rendering using point splatting on per-pixel layers. / Lee, Sungkil; Kim, Jeonghyun; Choi, Seungmoon.

In: Computer Graphics Forum, Vol. 27, No. 7, 01.10.2008, p. 1955-1962.

Research output: Contribution to journalArticle

Lee, Sungkil ; Kim, Jeonghyun ; Choi, Seungmoon. / Real-time depth-of-field rendering using point splatting on per-pixel layers. In: Computer Graphics Forum. 2008 ; Vol. 27, No. 7. pp. 1955-1962.
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