Authors
Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel
Publication date
2009/12/1
Journal
ACM Transactions on Graphics (TOG)
Volume
28
Issue
5
Pages
1-6
Publisher
ACM
Description
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.
Total citations
20082009201020112012201320142015201620172018201920202021202220232024117111011511634375122
Scholar articles
S Lee, E Eisemann, HP Seidel - ACM Transactions on Graphics (TOG), 2009