Simulating partial occlusion in post-processing depth-of-field methods

David Schedl, Michael Wimmer
Simulating partial occlusion in post-processing depth-of-field methods
In GPU Pro 4: Advanced Rendering Techniques, pages 187-200, March 2013 [Paper]

Information

Abstract

This chapter describes a method for simulating Depth of Field (DoF). In particular, we investigate the so-called partial occlusion effect: objects near the camera blurred due to DoF are actually semitransparent and therefore result in partially visible background objects. This effect is strongly apparent in miniature- and macro photography and in film making. Games and interactive applications are nowadays becoming more cinematic, including strong DoF effects, and therefore it is important to be able to convincingly approximate the partial-occlusion effect. We show how to do so in this chapter; with the proposed optimizations even in real time.

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Additional images and videos

image_homunculus: rendering produced with our method image_homunculus: rendering produced with our method

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BibTeX

@incollection{schedl-2013-gP4,
  title =      "Simulating partial occlusion in post-processing
               depth-of-field methods",
  author =     "David Schedl and Michael Wimmer",
  year =       "2013",
  abstract =   "This chapter describes a method for simulating Depth of
               Field (DoF). In particular, we investigate the so-called
               partial occlusion effect: objects near the camera blurred
               due to DoF are actually semitransparent and therefore result
               in partially visible background objects. This effect is
               strongly apparent in miniature- and macro photography and in
               film making. Games and interactive applications are nowadays
               becoming more cinematic, including strong DoF effects, and
               therefore it is important to be able to convincingly
               approximate the partial-occlusion effect. We show how to do
               so in this chapter; with the proposed optimizations even in
               real time.",
  month =      mar,
  booktitle =  "GPU Pro 4: Advanced Rendering Techniques",
  editor =     "Wolfgang Engel",
  isbn =       "9781466567436",
  note =       "to appear",
  publisher =  "A K Peters",
  keywords =   "depth of field, realtime, layers, blurring",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2013/schedl-2013-gP4/",
}