Depth of Field Effects in Rendering

 
Depth of Field Effects Rendering
 
谯从彬
Qiao Congbin
Email:qiaocongbin@163.com
 
What is Depth of Field (DOF)
 
Wiki:
depth of field
 (
DOF
), also called 
focus range
 or 
effective
focus range
,
is the 
distance
 between the nearest and farthest objects in
a scene that 
appear acceptably sharp 
in an image.
 
Related Works
 
Multipass approaches
 
2010 TOG
 
Related Works
 
Multipass approaches
Light field approaches
 
2010 PG
 
Related Works
 
Multipass approaches
Light field approaches
Post-processing approaches
 
2009 TVCG
 
Current Progress
 
Depth-Variant Anisotropic Filters
Framework
 
Current Progress
 
Depth-Variant Anisotropic Filters
Result
 
 
 
Our Goals
 
 Apply to videos
Solves occlusion
Demands temporal coherence
Real-time Rendering
GPGPU
 
Welcome to join us!
 
Thank you!
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Depth of Field (DOF) refers to the range between the nearest and farthest objects in an image that appear sharp. This article explores DOF effects in rendering, multipass approaches in graphics, and current progress in developing depth-variant filters for enhancing image clarity and focus. The goals include applying these techniques to videos, solving occlusion challenges, ensuring temporal coherence, and enabling real-time rendering using GPGPU technology.


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  1. Depth of Field Effects Rendering Qiao Congbin Email:qiaocongbin@163.com

  2. What is Depth of Field (DOF) Wiki: depth of field (DOF), also called focus range or effective focus range, is the distance between the nearest and farthest objects in a scene that appear acceptably sharp in an image.

  3. Related Works Multipass approaches 2010 TOG

  4. Related Works Multipass approaches Light field approaches 2010 PG

  5. Related Works Multipass approaches Light field approaches Post-processing approaches 2009 TVCG

  6. Current Progress Depth-Variant Anisotropic Filters Framework filtering Original Image background region scattering filter = classify Final Result in-focus region in-focus filter = Depth Map foreground region gathering filter = RCOCMap

  7. Current Progress Depth-Variant Anisotropic Filters Result input output

  8. Our Goals Apply to videos Solves occlusion Demands temporal coherence Real-time Rendering GPGPU

  9. Welcome to join us! Thank you!

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