Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation

This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such a...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 15(2009), 3 vom: 31. Mai, Seite 453-64
1. Verfasser: Lee, Sungkil (VerfasserIn)
Weitere Verfasser: Kim, Gerard Jounghyun, Choi, Seungmoon
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2009
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article Research Support, Non-U.S. Gov't
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520 |a This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance 
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700 1 |a Choi, Seungmoon  |e verfasserin  |4 aut 
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