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Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments
November/December 2008 (vol. 28 no. 6)
pp. 47-55
Sébastien Hillaire, French National Research Institute for Computer Science and Control
Anatole Lécuyer, French National Research Institute for Computer Science and Control
Rémi Cozot, French National Research Institute for Computer Science and Control
Géry Casiez, French National Research Institute for Computer Science and Control
Depth-of-field blur effects are well-known depth cues in human vision. Computer graphics pipelines added DOF effects early to enhance imagery realism, but real-time VR applications haven't yet introduced visual blur effects. The authors describe new techniques to improve blur rendering and report experimental results from a prototype video game implementation.

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Index Terms:
visual blur, depth-of-field blur, focalization, accommodation, first-person-navigation, videogames, GPGPU
Citation:
Sébastien Hillaire, Anatole Lécuyer, Rémi Cozot, Géry Casiez, "Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments," IEEE Computer Graphics and Applications, vol. 28, no. 6, pp. 47-55, Nov.-Dec. 2008, doi:10.1109/MCG.2008.113
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