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A Layered Depth- of- Field Method for S olving Partial Occlus ion

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A Layered Depth- of- Field Method for S olving Partial Occlus ion

David C. Schedl Michael Wimmer

[email protected] [email protected]

Institute of Computer Graphics and Algorithms

Vienna University of Technology

WSCG – 26th June 2012

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Real life partial occlus ion

David C. Schedl

f=18 mm, N=4

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Intro/Overview

depth-of-field approximation

post processing

partial occlusion in realtime

(4)

Thin lens

David C. Schedl

(5)

Previous work

Potmesil and Chakravarty, 1981

CoC - equation

first post-processing method blur according to CoCs

still a reference artifacts

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Artifacts

David C. Schedl

color bleeding:

[Demers2004]

[Riguer2005]

depth discontinuity:

(7)

Partial Occlus ion

pinhole vs. finite aperture

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Partial Occlus ion

David C. Schedl

pinhole: finite aperture:

(9)

Previous work – s olve partial occlus ion

non-realtime:

ray-tracing (Cook et al., 1984)

Accumulation B. (Haeberli and Akeley, 1990)

layered methods:

Kraus and Strengert, 2007

occluded scene content only interpolated

Lee et al., 2010

image composition via ray traversal simulate more lens effects

more complex and slower than ours

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Our Method

David C. Schedl

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Our Method

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Overview

David C. Schedl

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Rendering & Depth Peeling

Images

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Matting – functions

David C. Schedl

weight

depth

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Matting – functions

weight

depth

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Matting – layers

David C. Schedl

Input

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Matting – layers

Input

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Matting – layers

David C. Schedl

Input Layers

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Matting – layers

Input Layers

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Matting – layers

David C. Schedl

Input Layers

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Blurring

uniformly blur layers Gaussian filter

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Blurring

David C. Schedl

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Blurring

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Compos e

David C. Schedl

alpha-blend back to front

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Optimization

reduce filter width recursive Gaussians

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Optimization - front

David C. Schedl

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Optimization - front

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Optimization - front

David C. Schedl

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Optimization - Compos iting

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Res ults - Homunculus

David C. Schedl

f=100mm, N =1.4, focus=18 500 mm, 17 layers, 3x DP

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Res ults - Dragons

f=100mm, N =1.4, focus=3 000 mm, 22 layers, 3x DP

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Res ults – Benchmarks

David C. Schedl

Intel Core i7 920, Geforce GTX 480 OpenGL and GLSL

1024 x 1024px

ours Lee et. al. 2010 Accum. B.

optimized non-rec. 256 rays 256 views Homunculus

(74k tri.) 102 ms 1.4x 13.2x 47x

Dragons

(610k tri.) 98 ms 1.3x 14.7x 42x

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Conclus ion

layered DoF method

partial occlusion solved comparison to:

Accumulation Buffer Lee et al., 2010

optimized by recursive Gaussians

efficient composition with alpha blending

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Outlook

David C. Schedl

screen-spaced antialiasing

avoid empty layers: clustering

inaccurate but faster blurring methods combine with eye-tracker

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Thank you!

slides will be available at:

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