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Contributions to Books:

D. Schedl, M. Wimmer:
"Simulating partial occlusion in post-processing depth-of-field methods";
in: "GPU Pro 4", Association of Symbolic Logic, A K Peters, Ltd., 2013, ISBN: 9781466567436, 187 - 200.



English abstract:
This chapter describes a method for simulating Depth of Field (DoF). In particular, we investigate the so-called partial occlusion effect: objects near the camera blurred due to DoF are actually semitransparent and therefore result in partially visible background objects. This effect is strongly apparent in miniature- and macro photography and in film making. Games and interactive applications are nowadays becoming more cinematic, including strong DoF effects, and therefore it is important to be able to convincingly approximate the partial-occlusion effect. We show how to do so in this chapter; with the proposed optimizations even in real time.

Keywords:
layers, realtime, depth of field, blurring

Created from the Publication Database of the Vienna University of Technology.