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Issue No.06 - November/December (2008 vol.28)
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
ABSTRACT
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.
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, November/December 2008, doi:10.1109/MCG.2008.113
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