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Multi-Layer Depth of Field Rendering with Tiled Splatting

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Abstract

In this paper we present a scattering-based method to compute high quality depth of field in real time. Relying on multiple layers of scene data, our method naturally supports settings with partial occlusion, an important effect that is often disregarded by real time approaches. Using well-founded layer-reduction techniques and efficient mapping to the GPU, our approach out-performs established approaches with a similar high-quality feature set. Our proposed algorithm works by collecting a multi-layer image, which is then directly reduced to only keep hidden fragments close to discontinuities. Fragments are then further reduced by merging and then splatted to screen-space tiles. The per-tile information is then sorted and accumulated in order, yielding an overall approach that supports partial occlusion as well as properly ordered blending of the out-of-focus fragments.

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... The existing methods that perform blurring directly on the generated light field [2], [6], [7] require as input a densely-or moderately-sampled light field, which preparation is time consuming and memory demanding. Alternatively, there are many methods that perform blurring at the rendering stage [8]- [15] with the aim of directly rendering an image with the desired DoF. This includes approaches based on path tracing, multi-view rendering, gathering, scattering, and multi-layering. ...
... Multilayering approach tackles the problem of occlusions by storing different regions of the scene geometry in a multi-layered texture. The multi-layering approach can be combined with methods using gathering and scattering to avoid color bleeding and depth discontinuity artifacts [14], [15]. ...
... To render a light field with a given DoF in real-time, we will build upon the multi-layer DoF rendering with tiled splatting approach that renders a single image with a desired DoF [15]. As illustrated in Figure 5, this approach contains five stages: generation, reduction, tiling, sorting, and accumulation. ...
... An improvement in speed is obtained by using convolution filters to produce the final blurred image. Such algorithms fall into two main categories: gather-based techniques [WBB11,MRD12,NSG12,Sou13,McG14,Gar17], where each pixel collects data from its surroundings, and scattering algorithms [PC81,Shi94,KvB03,KTB09,LH13,MH14,FHSS18], in which case pixel contributions are splat to the neighbours. While conceptually similar, the two approaches differ vastly both in quality and performance, with gather-based methods winning in terms of speed, but kernel splatting yielding substantially more plausible outputs. ...
... Runtime. The rendering stage relies on a tiled kernel splatting approach, based on the algorithm of Franke et al. [FHSS18]. The Figure 2: Overview of our rendering algorithm. ...
... Figure 9 provides an overview of our extended rendering algorithm. This section outlines the details of our main contributions involving vision simulation; the reader should consult the original work of Franke et al. [FHSS18] for a more elaborate explanation of tiled splatting. ...
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... Catmull (1984) solves for per-pixel visibility by performing depth sorting on overlapping polygons for each pixel. Following this, approaches based on multi-layer images like Franke et al. (2018), Kraus and Strengert (2007), Lee et al. (2008), Lee et al. (2009) andSelgrad et al. (2015) have also been introduced where the contributions from each layer are accumulated to produce the final image. Such layered approaches are computationally expensive although they can generate relatively accurate results in terms of semitransparencies. ...
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Deep G-Buffers for Stable Global Illumination Approximation
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Improved Depth of Field Rendering
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Tiled Depth of Field Splatting
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Tuning CUDA Applications for Pascal
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Graphic Gems - Cry Engine 3
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More Performance! Five Rendering Ideas from Battlefield 3 and Need For Speed: The Run
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Pearson Higher Education. Cass Everitt. 2001. Interactive Order-Independent Transparency
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Practical Post-Process Depth of Field
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Compute-Based GPU Particle Systems. GDC'14
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Chunhui Mei Voicu Popescu and Elisha Sacks. 2005. The Occlusion Camera
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Sven Widmer Dominik Wodniok Daniel Thul Stefan Guthe and Michael Goesele. 2016. Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects
Interactive Order-Independent Transparency
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