Title: | Real-time depth-of-field rendering using single-layer composition |
Author: | Fang, Xiaoxin (1)
; Sheng, Bin (1)
; Wu, Wen (3)
; Fan, Zengzhi (1)
; Ma, Lizhuang (1)
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Issued Date: | 2014
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Keyword: | depth of field
; post-processing
; GPU
; single-layer composition
|
Corresponding Author: | Sheng, B.(shengbin@cs.sjtu.edu.cn)
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Publish Place: | John Wiley and Sons Ltd, Southern Gate, Chichester, West Sussex, PO19 8SQ, United Kingdom
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Indexed Type: | SCI
; EI
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ISSN: | 15464261
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Department: | (1) Department of Computer Science and Engineering, Shanghai Jiao Tong University, Shanghai, China; (2) State Key Laboratory of Computer Science, Institute of Software, Chinese Academy of Sciences, Beijing, China; (3) Department of Computer and Information Science, Faculty of Science and Technology, University of Macau, China
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Abstract: | In this paper, we propose a single-layer post-processing method for real-time depth-of-field rendering that uses single-layer composition. In the proposed method, blurring is achieved by gathering background pixels and scattering foreground pixels. Major artifacts in post-filtering techniques such as intensity leakage and blurring discontinuity are reduced by using two different blurring functions and the controllable parameter in the gathering process. The method can be entirely implemented in GPU parallelization to achieve the real-time performance required for virtual reality. The results of comparisons of our method with recent post-processing methods in terms of rendering quality and rendering performance indicate that our method generates realistic natural images and is also the fastest in terms of frames per second. Copyright © 2014 John Wiley & Sons, Ltd. |
English Abstract: | In this paper, we propose a single-layer post-processing method for real-time depth-of-field rendering that uses single-layer composition. In the proposed method, blurring is achieved by gathering background pixels and scattering foreground pixels. Major artifacts in post-filtering techniques such as intensity leakage and blurring discontinuity are reduced by using two different blurring functions and the controllable parameter in the gathering process. The method can be entirely implemented in GPU parallelization to achieve the real-time performance required for virtual reality. The results of comparisons of our method with recent post-processing methods in terms of rendering quality and rendering performance indicate that our method generates realistic natural images and is also the fastest in terms of frames per second. Copyright © 2014 John Wiley & Sons, Ltd. |
Language: | 英语
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Citation statistics: |
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Content Type: | 会议论文
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URI: | http://ir.iscas.ac.cn/handle/311060/16508
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Appears in Collections: | 软件所图书馆_会议论文
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Recommended Citation: |
Fang, Xiaoxin ,Sheng, Bin ,Wu, Wen ,et al. Real-time depth-of-field rendering using single-layer composition[C]. 见:.
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