Lee, SungkilKim, Gerard JounghyunChoi, Seungmoon2015-02-212015-02-2120081467-8659https://doi.org/10.1111/j.1467-8659.2008.01344.xWe present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high-quality depth-of-field results even in the presence of partial occlusion, without major artifacts often present in the previous real-time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real-time post-processing for both off-line and interactive applications.Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers10.1111/j.1467-8659.2008.01344.x1955-1962