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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)
Issued Date: 2014
Keyword: depth of field ; post-processing ; GPU ; single-layer composition
Corresponding Author: Sheng, B.(shengbin@cs.sjtu.edu.cn)
Publish Place: John Wiley and Sons Ltd, Southern Gate, Chichester, West Sussex, PO19 8SQ, United Kingdom
Indexed Type: SCI ; EI
ISSN: 15464261
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
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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Content Type: 会议论文
URI: http://ir.iscas.ac.cn/handle/311060/16508
Appears in Collections:软件所图书馆_会议论文

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Fang, Xiaoxin ,Sheng, Bin ,Wu, Wen ,et al. Real-time depth-of-field rendering using single-layer composition[C]. 见:.
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