<P><B>Abstract</B></P><P>We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of...
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https://www.riss.kr/link?id=A107637570
2008
-
SCIE,SCOPUS
학술저널
1955-1962(8쪽)
0
상세조회0
다운로드다국어 초록 (Multilingual Abstract)
<P><B>Abstract</B></P><P>We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of...
<P><B>Abstract</B></P><P>We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high‐quality depth‐of‐field results even in the presence of partial occlusion, without major artifacts often present in the previous real‐time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real‐time post‐processing for both off‐line and interactive applications.</P>