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Chair of Visual Computing
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  1. Friedrich-Alexander-Universität
  2. Technische Fakultät
  3. Department Informatik

Chair of Visual Computing

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  3. Multi-Layer Depth of Field Rendering with Tiled Splatting

Multi-Layer Depth of Field Rendering with Tiled Splatting

In page navigation: Publications
  • Adaptive stray-light compensation in dynamic multi-projection mapping
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  • Multi-Layer Depth of Field Rendering with Tiled Splatting
  • Multi-Resolution Attributes for Hardware Tessellated Objects
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  • Robust Blending and Occlusion Compensation in Dynamic Multi-Projection Mapping
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  • State of the Art Report on Real-time Rendering with Hardware Tessellation
  • Stray-Light Compensation in Dynamic Projection Mapping
  • Visualization and Deformation Techniques for Entertainment and Training in Cultural Heritage
  • VolumeDeform: Real-time Volumetric Non-rigid Reconstruction

Multi-Layer Depth of Field Rendering with Tiled Splatting

  • Franke L., Hofmann N., Stamminger M., Selgrad K.:
    Multi-Layer Depth of Field Rendering with Tiled Splatting
    ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (Montreal, May 15, 2018 - May 18, 2018)
    DOI: 10.1145/3203200
    BibTeX: Download

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In this paper we present a scattering-based method to compute high quality depth of field in real time. Relying on multiple layers of scene data, our method naturally supports settings with partial occlusion, an important effect that is often disregarded by real time approaches. Using well-founded layer-reduction techniques and efficient mapping to the GPU, our approach out-performs established approaches with a similar high-quality feature set.

Our proposed algorithm works by collecting a multi-layer image, which is then directly reduced to only keep hidden fragments close to discontinuities. Fragments are then further reduced by merging and then splatted to screen-space tiles. The per-tile information is then sorted and accumulated in order, yielding an overall approach that supports partial occlusion as well as properly ordered blending of the out-of-focus fragments.

Chair of Visual Computing
(Lehrstuhl für Graphische Datenverarbeitung)

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