Issue No.03 - May/June (2009 vol.15)
Sungkil Lee , Pohang University of Science and Technology (POSTECH), Pohang
Gerard Jounghyun Kim , Korea University, Seoul
Seungmoon Choi , Pohang University of Science and Technology (POSTECH), Pohang
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2008.106
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.
Picture/Image Generation, Three-Dimensional Graphics and Realism
Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi, "Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation", IEEE Transactions on Visualization & Computer Graphics, vol.15, no. 3, pp. 453-464, May/June 2009, doi:10.1109/TVCG.2008.106