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Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
May/June 2009 (vol. 15 no. 3)
pp. 453-464
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
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.

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Index Terms:
Picture/Image Generation, Three-Dimensional Graphics and Realism
Citation:
Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi, "Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation," IEEE Transactions on Visualization and Computer Graphics, vol. 15, no. 3, pp. 453-464, May-June 2009, doi:10.1109/TVCG.2008.106
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