Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur

M. Kraus
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引用次数: 2

Abstract

While depth of field is an important cinematographic means, its use in real-time computer graphics is still limited by the computational costs that are necessary to achieve a sufficient image quality. Specifically, color bleeding artifacts between objects at different depths are most effectively avoided by a decomposition into sub-images and the independent blurring of each sub-image. This decomposition, however, can result in rendering artifacts at silhouettes of objects. We propose a new blur filter that increases the opacity of all pixels to avoid these artifacts at the cost of physically less accurate but still plausible rendering results. The proposed filter is named “opaque image blur” and is based on a glow filter that is applied to the alpha channel. We present a highly efficient GPUbased pyramid algorithm that implements this filter for depth-of-field rendering. Moreover, we demonstrate that the opaque image blur can also be used to add motion blur effects to images in real time.
使用不透明图像模糊实时景深渲染和基于图像的运动模糊
虽然景深是一种重要的电影摄影手段,但它在实时计算机图形学中的应用仍然受到实现足够图像质量所需的计算成本的限制。具体来说,不同深度的物体之间的颜色出血伪影通过分解成子图像和每个子图像的独立模糊来最有效地避免。然而,这种分解可能导致在对象的轮廓处呈现工件。我们提出了一种新的模糊过滤器,增加所有像素的不透明度,以避免这些伪影,代价是物理上不太准确,但仍然可信的渲染结果。所提出的过滤器被命名为“不透明图像模糊”,并基于应用于alpha通道的辉光过滤器。我们提出了一种高效的基于gpu的金字塔算法,实现了该滤波器的景深渲染。此外,我们还证明了不透明图像模糊也可以用于实时为图像添加运动模糊效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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