Sungkil LeeGerard Jounghyun KimSeungmoon Choi
Abstract We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high‐quality depth‐of‐field results even in the presence of partial occlusion, without major artifacts often present in the previous real‐time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real‐time post‐processing for both off‐line and interactive applications.
Linus FrankeDarius RückertLaura FinkMarc Stamminger
Tomáš ChlubnaTomáš MiletPavel Zemčík
Bernhard KerblGeorgios KopanasThomas LeimkühlerGeorge Drettakis
Guohao DengGuohui LiHsiu‐Chen HuangWeiya ChenLin WanJianjie Wu