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dc.contributor.authorZhou, Tianshuen_US
dc.contributor.authorChen, Jim X.en_US
dc.contributor.authorPullen, Marken_US
dc.date.accessioned2015-02-21T12:30:10Z
dc.date.available2015-02-21T12:30:10Z
dc.date.issued2007en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2007.00935.xen_US
dc.description.abstractWe present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two-pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleAccurate Depth of Field Simulation in Real Timeen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume26en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2007.00935.xen_US
dc.identifier.pages15-23en_US


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