Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation

Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi

Research output: Contribution to journalArticlepeer-review

55 Citations (Scopus)

Abstract

This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance.

Original languageEnglish
Article number4641923
Pages (from-to)453-464
Number of pages12
JournalIEEE Transactions on Visualization and Computer Graphics
Volume15
Issue number3
DOIs
Publication statusPublished - 2009 May

Keywords

  • Anisotropic filtering
  • Depth of field
  • Mipmap interpolation
  • Virtual reality

ASJC Scopus subject areas

  • Software
  • Signal Processing
  • Computer Vision and Pattern Recognition
  • Computer Graphics and Computer-Aided Design

Fingerprint

Dive into the research topics of 'Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation'. Together they form a unique fingerprint.

Cite this