Information

  • Publication Type: Journal Paper with Conference Talk
  • Workgroup(s)/Project(s):
  • Date: June 2012
  • Journal: Journal of WSCG
  • Volume: 20
  • Number: 3
  • Location: Plzen, Czech Republic
  • Lecturer: David Schedl
  • ISSN: 1213-6972
  • Event: WSCG 2012
  • Conference date: 25. June 2012 – 28. June 2012
  • Pages: 239 – 246
  • Keywords: realtime, rendering, depth-of-field, layers, depth peeling

Abstract

Depth of field (DoF) represents a distance range around a focal plane, where objects on an image are crisp. DoF is one of the effects which significantly contributes to the photorealism of images and therefore is often simulated in rendered images. Various methods for simulating DoF have been proposed so far, but little tackle the issue of partial occlusion: Blurry objects near the camera are semi-transparent and result in partially visible background objects. This effect is strongly apparent in miniature and macro photography. In this work a DoF method is presented which simulates partial occlusion. The contribution of this work is a layered method where the scene is rendered into layers. Blurring is done efficiently with recursive Gaussian filters. Due to the usage of Gaussian filters big artifact-free blurring radii can be simulated at reasonable costs.

Additional Files and Images

Additional images and videos

thumb: Rendering produced with this method. thumb: Rendering produced with this method.

Additional files

paper_highres: The camera ready paper with full resolution images (21.7 MB). paper_highres: The camera ready paper with full resolution images (21.7 MB).
paper: The camera ready paper (1.18 MB). paper: The camera ready paper (1.18 MB).
slides_pdf: WSCG-slides (PDF) slides_pdf: WSCG-slides (PDF)

Weblinks

No further information available.

BibTeX

@article{schedl-2012-dof,
  title =      "A layered depth-of-field method for solving partial
               occlusion",
  author =     "David Schedl and Michael Wimmer",
  year =       "2012",
  abstract =   "Depth of field (DoF) represents a distance range around a
               focal plane, where objects on an image are crisp. DoF is one
               of the effects which significantly contributes to the
               photorealism of images and therefore is often simulated in
               rendered images. Various methods for simulating DoF have
               been proposed so far, but little tackle the issue of partial
               occlusion: Blurry objects near the camera are
               semi-transparent and result in partially visible background
               objects. This effect is strongly apparent in miniature and
               macro photography. In this work a DoF method is presented
               which simulates partial occlusion. The contribution of this
               work is a layered method where the scene is rendered into
               layers. Blurring is done efficiently with recursive Gaussian
               filters. Due to the usage of Gaussian filters big
               artifact-free blurring radii can be simulated at reasonable
               costs.",
  month =      jun,
  journal =    "Journal of WSCG",
  volume =     "20",
  number =     "3",
  issn =       "1213-6972",
  pages =      "239--246",
  keywords =   "realtime, rendering, depth-of-field, layers, depth peeling",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2012/schedl-2012-dof/",
}