Computer Graphics International 2003 (CGI'03) Fast Depth of Field Rendering with Surface Splatting Tokyo, Japan July 09-July 11 ISBN: 0-7695-1946-6
We present a new fast algorithm for rendering the depth-of- field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surfaces. The algorithm is new in that it exploits the level-of-detail to select the surface detail according to the amount of depth-blur applied. This makes the speed of the algorithm practically independent of the amount of depth-blur. The proposed algorithm is an extension of the Elliptical Weighted Average (EWA) surface splatting. We present a mathematical analysis that extends the screen space EWA surface splatting to handle depth-of-field rendering with level-of-detail, and we demonstrate the algorithm on example renderings.
Index Terms:
point-based rendering, EWA surface splatting, depth-of-field, lens effect, level-of-detail, LOD
Citation:
Jaroslav Kriv?nek, Jir? Z?ra, Kadi Bouatouch, "Fast Depth of Field Rendering with Surface Splatting," cgi, pp.196, Computer Graphics International 2003 (CGI'03), 2003 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||