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dc.contributor.authorLiu, Xinen_US
dc.contributor.authorRokne, Jonen_US
dc.contributor.editorChris Bregler and Pedro Sander and Michael Wimmeren_US
dc.date.accessioned2013-11-08T10:25:01Z
dc.date.available2013-11-08T10:25:01Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905673-94-4en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/PG/PG2012short/023-028en_US
dc.description.abstractBokeh is important for the realism and aesthetics of graphical rendering, but hard to simulate. In this paper, we propose a novel method that conceptually shoots a 3D display with a physical camera. While a high-quality 3D display is not available, we render the 3D scene layer by layer on a 2D display, and shoot each rendered layer with a physical camera whose focus is adjusted to produce the right amount of blurs. The pure colours and opacities of each layer are extracted by a matting technique and then combined into a single image by alpha blending. The proposed method provides an alternative to bokeh simulation by purely computational algorithms.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectViewing algorithmsen_US
dc.titleBokeh Rendering with a Physical Lensen_US
dc.description.seriesinformationPacific Graphics Short Papersen_US


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