2018
DOI: 10.1145/3203200
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Multi-Layer Depth of Field Rendering with Tiled Splatting

Abstract: 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-laye… Show more

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Cited by 11 publications
(13 citation statements)
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“…Catmull (1984) solves for per-pixel visibility by performing depth sorting on overlapping polygons for each pixel. Following this, approaches based on multi-layer images like Franke et al (2018), Kraus and Strengert (2007), Lee et al (2008), Lee et al (2009) and Selgrad et al (2015) have also been introduced where the contributions from each layer are accumulated to produce the final image. Such layered approaches are computationally expensive although they can generate relatively accurate results in terms of semitransparencies.…”
Section: Dofmentioning
confidence: 99%
“…Catmull (1984) solves for per-pixel visibility by performing depth sorting on overlapping polygons for each pixel. Following this, approaches based on multi-layer images like Franke et al (2018), Kraus and Strengert (2007), Lee et al (2008), Lee et al (2009) and Selgrad et al (2015) have also been introduced where the contributions from each layer are accumulated to produce the final image. Such layered approaches are computationally expensive although they can generate relatively accurate results in terms of semitransparencies.…”
Section: Dofmentioning
confidence: 99%
“…Runtime. The rendering stage relies on a tiled kernel splatting approach, based on the algorithm of Franke et al [FHSS18]. The , (c) we take a coarse set of parameters (comprised of depth, aperture diameter, focus, and light wavelength) and compute the PSFs for each unique combination using the estimated eye model.…”
Section: Pre-computationmentioning
confidence: 99%
“…Figure 9 provides an overview of our extended rendering algorithm. This section outlines the details of our main contributions involving vision simulation; the reader should consult the original work of Franke et al [FHSS18] for a more elaborate explanation of tiled splatting.…”
Section: Runtime: Kernel Splattingmentioning
confidence: 99%
“…MFR has been deployed in a wide spectrum of rendering applications in order to generate compelling graphics effects at interactive frame rates. Top left to bottom right: order‐independent‐transparency [MBG16], shadow mapping [SDMS15], hair rendering [JCLR19] (https://github.com/CaffeineViking/vkhr), global illumination [VVP16b], trimming and CSG operations [RFV13], depth of field [FHSS18], hybrid visualisation [LFS∗15], and collision detection [ROW14]. …”
Section: Applicationsmentioning
confidence: 99%
“…Selgrad et al [SRP∗15] applied a similar multilayer filtering data structure that is used in the generation of soft shadows [SDMS15] to simulate depth‐of‐field effects at real‐time framerates, without any variance artefacts that may appear in ray tracing approaches. Recently, Franke et al [FHSS18] combined the observations of Lee at al. [LES10] with the minimum separation metric of Mara and McGuire [MMNL16] to generate a partial multilayer data structure of surfaces affected only by the circle of confusion.…”
Section: Applicationsmentioning
confidence: 99%