Algorithms for Rendering
Depth of Field Effects in
Computer Graphics
TEAM
Team member A Team member B Team member C
Team member A
INTRODUCION
Optical View Perfect Focus
Image Plane
3D scene
representation
blurred with the aid
of a depth map
OVERVIEW
Object Space
methods
Image Space
methods
Team member B
OBJECT-SPACE
APPROACHES
1. Distributed ray tracing
2. Realistic camera models
3. Accumulation Buffer
4. Wave-Propagation Methods
5. Splatting
6. Analytical Visibility
OBJECT-SPACE
APPROACHES
These images are used as the "gold
standard" to compare postprocessing
techniques.
with a thin lens camera model at first,
distributed ray tracing was used; later, this
technique was expanded to model particular
real-world lenses.
1. Distributed ray tracing
2. Realistic camera models
OBJECT-SPACE
APPROACHES
A collection of pinhole-based images is
rendered, and the accumulation buffer is
used to average those images
We approach our scenario as a sizable
cluster of point light sources, each of which
emits a wavefront at a suitable wavelength.
3. Accumulation Buffer
4. Wave-Propagation Methods
OBJECT-SPACE
APPROACHES
A standard way to render point-based scenes is
elliptical weighted average splatting, which
renders each point as an elliptical Gaussian.
It works by increasing the width of the anti-
aliasing filter for polygons that ought to be
blurred.
5. Splatting
6. Analytical Visibility
Team member C
IMAGE-SPACE
APPROACHE
1. Linear Filtering
2. Ray Distribution Buffer
3. Layered Depth of Field
4. Occlusion and Discretization
5. Vision Realistic Rendering
6. Importance Ordering
7. Perceptual Hybrid Method
IMAGE-SPACE
APPROACHE
8. Repeated Convolution
9. Depth of Field on the GPU
10. Summed Area Table Method
11. Pyramidal Method
12. Separable Blur
13. Approaches Based on
Simulated Heat Diffusion
14. Generalized and Semantic DoF
15. Light Fields
IMAGE-SPACE
APPROACHE
Linear filtering uses a spatially variant linear
filter and a depth-dependent PSF.
Ray Distribution is a replacement for the
previous linear filtering method that
explicitly handles visibility, thereby
eliminating intensity leakage
1. Linear Filtering
2. Ray Distribution Buffer
IMAGE-SPACE
APPROACHE
Each layer is blurred by a different amount,
using frequency domain convolution. Then,
the blurred layers are composited with alpha
blending
The layers are placed uniformly in diopters
Next, each pixel from the input image is
placed in the layer whose depth is nearest to
that pixel’s depth.
3. Layered Depth of Field
4. Occlusion and Discretization
IMAGE-SPACE
APPROACHE
data from a wavefront aberrometer instrument
is used to perform depth-of-field
postprocessing s
a Gaussian pyramid from the input image,
pick a level based on the desired amount of
blur and upsample that level by pushing it
through the pyramid.
5. Vision Realistic Rendering
6. Perceptual Hybrid Method
Thank You
Barsky, Brian A., and Todd J. Kosloff. "Algorithms for rendering depth of field effects in computer
graphics." Proceedings of the 12th WSEAS international conference on Computers. Vol. 2008. World
Scientific and Engineering Academy and Society (WSEAS), 2008.

Algorithms for Rendering Depth of Field Effects in Computer Graphics

  • 1.
    Algorithms for Rendering Depthof Field Effects in Computer Graphics
  • 2.
    TEAM Team member ATeam member B Team member C
  • 3.
  • 4.
  • 5.
  • 6.
    3D scene representation blurred withthe aid of a depth map OVERVIEW Object Space methods Image Space methods
  • 7.
  • 8.
    OBJECT-SPACE APPROACHES 1. Distributed raytracing 2. Realistic camera models 3. Accumulation Buffer 4. Wave-Propagation Methods 5. Splatting 6. Analytical Visibility
  • 9.
    OBJECT-SPACE APPROACHES These images areused as the "gold standard" to compare postprocessing techniques. with a thin lens camera model at first, distributed ray tracing was used; later, this technique was expanded to model particular real-world lenses. 1. Distributed ray tracing 2. Realistic camera models
  • 10.
    OBJECT-SPACE APPROACHES A collection ofpinhole-based images is rendered, and the accumulation buffer is used to average those images We approach our scenario as a sizable cluster of point light sources, each of which emits a wavefront at a suitable wavelength. 3. Accumulation Buffer 4. Wave-Propagation Methods
  • 11.
    OBJECT-SPACE APPROACHES A standard wayto render point-based scenes is elliptical weighted average splatting, which renders each point as an elliptical Gaussian. It works by increasing the width of the anti- aliasing filter for polygons that ought to be blurred. 5. Splatting 6. Analytical Visibility
  • 12.
  • 13.
    IMAGE-SPACE APPROACHE 1. Linear Filtering 2.Ray Distribution Buffer 3. Layered Depth of Field 4. Occlusion and Discretization 5. Vision Realistic Rendering 6. Importance Ordering 7. Perceptual Hybrid Method
  • 14.
    IMAGE-SPACE APPROACHE 8. Repeated Convolution 9.Depth of Field on the GPU 10. Summed Area Table Method 11. Pyramidal Method 12. Separable Blur 13. Approaches Based on Simulated Heat Diffusion 14. Generalized and Semantic DoF 15. Light Fields
  • 15.
    IMAGE-SPACE APPROACHE Linear filtering usesa spatially variant linear filter and a depth-dependent PSF. Ray Distribution is a replacement for the previous linear filtering method that explicitly handles visibility, thereby eliminating intensity leakage 1. Linear Filtering 2. Ray Distribution Buffer
  • 16.
    IMAGE-SPACE APPROACHE Each layer isblurred by a different amount, using frequency domain convolution. Then, the blurred layers are composited with alpha blending The layers are placed uniformly in diopters Next, each pixel from the input image is placed in the layer whose depth is nearest to that pixel’s depth. 3. Layered Depth of Field 4. Occlusion and Discretization
  • 17.
    IMAGE-SPACE APPROACHE data from awavefront aberrometer instrument is used to perform depth-of-field postprocessing s a Gaussian pyramid from the input image, pick a level based on the desired amount of blur and upsample that level by pushing it through the pyramid. 5. Vision Realistic Rendering 6. Perceptual Hybrid Method
  • 18.
    Thank You Barsky, BrianA., and Todd J. Kosloff. "Algorithms for rendering depth of field effects in computer graphics." Proceedings of the 12th WSEAS international conference on Computers. Vol. 2008. World Scientific and Engineering Academy and Society (WSEAS), 2008.