Using Opaque Image Blur for Real-Time Depth-of-Field Rendering

Martin Kraus

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

4 Citations (Scopus)
1254 Downloads (Pure)

Abstract

While depth of field is an important cinematographic means, its use in real-time computer graphics is still limited by the computational costs that are necessary to achieve a sufficient image quality. Specifically, color bleeding artifacts between objects at different depths are most effectively avoided by a decomposition into subimages and the independent blurring of each sub-image. This decomposition, however, can result in rendering artifacts at silhouettes of objects. While various algorithms have been suggested to eliminate these artifacts, we propose a new blur filter that increases the opacity of all pixels to avoid artifacts at the cost of physically less accurate but still plausible rendering results. The proposed filter is named “opaque image blur” and is based on a glow filter that is applied to the alpha channel. We present a highly efficient GPU-based pyramid algorithm that implements this filter for depth-of-field rendering.
Original languageEnglish
Title of host publicationProceedings of the International Conference on Computer Graphics Theory and Applications : GRAPP 2011
EditorsPaul Richard, José Braz
Number of pages7
Place of PublicationPortugal
PublisherInstitute for Systems and Technologies of Information, Control and Communication
Publication date2011
Pages153-159
ISBN (Print)978-989-8425-45-4
Publication statusPublished - 2011
EventInternational Conference on Computer Graphics Theory and Applications (GRAPP 2011) - Vilamoura, Portugal
Duration: 5 Mar 20117 Mar 2011

Conference

ConferenceInternational Conference on Computer Graphics Theory and Applications (GRAPP 2011)
Country/TerritoryPortugal
CityVilamoura
Period05/03/201107/03/2011

Keywords

  • depth of field
  • visual effect
  • real-time rendering
  • image processing
  • GPU
  • pyramid algorithm

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