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CGI
2003
IEEE

Fast Depth of Field Rendering with Surface Splatting

14 years 5 months ago
Fast Depth of Field Rendering with Surface Splatting
We present a new fast algorithm for rendering the depthof-field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surfaces. The algorithm is new in that it exploits the level-of-detail to select the surface detail according to the amount of depth-blur applied. This makes the speed of the algorithm practically independent of the amount of depth-blur. The proposed algorithm is an extension of the Elliptical Weighted Average (EWA) surface splatting. We present a mathematical analysis that extends the screen space EWA surface splatting to handle depth-of-field rendering with level-of-detail, and we demonstrate the algorithm on example renderings. Keywords point-based rendering, EWA surface splatting, depth-of-field, lens effect, level-of-detail, LOD.
Jaroslav Krivánek, Jiri Zara, Kadi Bouatouc
Added 04 Jul 2010
Updated 04 Jul 2010
Type Conference
Year 2003
Where CGI
Authors Jaroslav Krivánek, Jiri Zara, Kadi Bouatouch
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