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Issue No. 03 - May/June (2009 vol. 15)
ISSN: 1077-2626
pp: 453-464
Seungmoon Choi , Pohang University of Science and Technology (POSTECH), Pohang
Sungkil Lee , Pohang University of Science and Technology (POSTECH), Pohang
Gerard Jounghyun Kim , Korea University, Seoul
ABSTRACT
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.
INDEX TERMS
Picture/Image Generation, Three-Dimensional Graphics and Realism
CITATION
Seungmoon Choi, Sungkil Lee, Gerard Jounghyun Kim, "Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation", IEEE Transactions on Visualization & Computer Graphics, vol. 15, no. , pp. 453-464, May/June 2009, doi:10.1109/TVCG.2008.106
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