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

Martin Kraus

Research output: Contribution to journalJournal articlepeer-review

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 sub-images and the independent blurring of each sub-image. This decomposition, however, can result in rendering artifacts at silhouettes of objects. We propose a new blur filter that increases the opacity of all pixels to avoid these 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 glowfilter 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. Moreover, we demonstrate that the opaque image blur can also be used to add motion blur effects to images in real time.
Original languageEnglish
Article number5
JournalJournal of Virtual Reality and Broadcasting
Volume10 (2013)
Issue number5
Number of pages12
ISSN1860-2037
Publication statusPublished - 4 Dec 2013

Keywords

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

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