Abstract
There are many ways of creating depth of field effect during synthetic image creation. However, only few of them are applicable to hardware rendering. One commonly known method suggested first by Haeberli and Akeley [1] is using accumulation buffer and may produce real or near-real time results on Silicon Graphics workstations which support accumulation buffer in hardware. This method requires multiple rendering of the whole scene for every frame (each time with a viewpoint pseudo-randomly displaced on a surface of a hypothetical lens) and accumulating the results. The performance of this algorithm drops down with the increasing complexity of the scene and increasing blur required (because more samples are necessary). In fact linear increase of the diameter of the circle of confusion causes squared increase of the number of samples (and therefore the number of rendering passes).
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References
Haeberli P., Akeley K. The Accumulation Buffer: Hardware Support for High-Quality Rendering. Computer Graphics 1990; 24: 309–318.
Potmesil M., Chakravarty I. A Lens and Aperture Camera Model for Synthetic Image Generation. Computer Graphics 1981; 15: 297–306.
Rokita P. Fast generation of depth of field effects in computer graphics. C & G 1993; 17: 593–595.
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© 1995 British Computer Society
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Dudkiewicz, K. (1995). Real-Time Depth of Field Algorithm. In: Paker, Y., Wilbur, S. (eds) Image Processing for Broadcast and Video Production. Workshops in Computing. Springer, London. https://doi.org/10.1007/978-1-4471-3035-2_22
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DOI: https://doi.org/10.1007/978-1-4471-3035-2_22
Publisher Name: Springer, London
Print ISBN: 978-3-540-19947-2
Online ISBN: 978-1-4471-3035-2
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