Selgrad, KaiFranke, LinusStamminger, MarcLuis Gonzaga Magalhaes and Rafal Mantiuk2016-04-262016-04-2620161017-4656https://doi.org/10.2312/egp.20161056We 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.Computer Graphics [I.3.3]Image GenerationDisplay algorithmsTiled Depth of Field Splatting10.2312/egp.2016105639-40