Real-Time Defocus Rendering With Level of Detail and Sub-Sample Blur
Article first published online: 25 MAR 2013
© 2013 The Authors Computer Graphics Forum © 2013 The Eurographics Association and John Wiley & Sons Ltd.
Computer Graphics Forum
Volume 32, Issue 6, pages 126–134, September 2013
How to Cite
Jeong, Y., Kim, K. and Lee, S. (2013), Real-Time Defocus Rendering With Level of Detail and Sub-Sample Blur. Computer Graphics Forum, 32: 126–134. doi: 10.1111/cgf.12075
- Issue published online: 13 SEP 2013
- Article first published online: 25 MAR 2013
- defocus blur;
- depth-of-field rendering;
- level of details;
- real-time rendering;
- I.3.3 [Computer Graphics]: Picture/Image Generation–Display Algorithms
This paper presents a GPU-based rendering algorithm for real-time defocus blur effects, which significantly improves the accumulation buffering. The algorithm combines three distinctive techniques: (1) adaptive discrete geometric level of detail (LOD), made popping-free by blending visibility samples across the two adjacent geometric levels; (2) adaptive visibility/shading sampling via sample reuse; (3) visibility supersampling via height-field ray casting. All the three techniques are seamlessly integrated to lower the rendering cost of smooth defocus blur with high visibility sampling rates, while maintaining most of the quality of brute-force accumulation buffering.