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dc.contributor.authorSelgrad, Kaien_US
dc.contributor.authorFranke, Linusen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorLuis Gonzaga Magalhaes and Rafal Mantiuken_US
dc.date.accessioned2016-04-26T07:50:50Z
dc.date.available2016-04-26T07:50:50Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egp.20161056en_US
dc.description.abstractWe present a method to compute post-processing depth of field (DOF) that produces more accurate results than previous approaches. Our method is based on existing approaches, namely DOF rendering by splatting and fast, tile-based particle accumulation. Using tile-based accumulation allows us to correctly sort out of focus pixels and apply proper alpha-blending to avoid artifacts commonly encountered with filter-based depth of field methods.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputer Graphics [I.3.3]en_US
dc.subjectImage Generationen_US
dc.subjectDisplay algorithmsen_US
dc.titleTiled Depth of Field Splattingen_US
dc.description.seriesinformationEG 2016 - Postersen_US
dc.description.sectionheadersPostersen_US
dc.identifier.doi10.2312/egp.20161056en_US
dc.identifier.pages39-40en_US


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