Approximate depth of field effects using few samples per pixel

Ke Lei, J. Hughes
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引用次数: 15

Abstract

We present a method for rendering depth of field (DoF) effects in a ray-tracing based rendering pipeline using very few samples (typically two or three) per pixel, with the ability to refocus at arbitrary depths at a given view point without gathering more samples. To do so, we treat each sample as a proxy for possible nearby samples and calculate its contributions to the final image with a splat-and-gather scheme. The radiance for each pixel in the output image is then obtained via compositing all contributing samples. We optimize the pipeline using mipmap-like techniques so that the running time is independent of the amount of focal blur in the image. Our method approximates the underlying physical image formation process and thus avoids many of the artifacts of other approximation algorithms. With very low budget it provides satisfactory DoF rendering for most purposes, and a quick preview of DoF effects for applications demanding high rendering quality.
近似景深效果使用很少的样本每像素
我们提出了一种在基于光线跟踪的渲染管道中渲染景深(DoF)效果的方法,每个像素使用很少的样本(通常是两个或三个),能够在给定视点的任意深度重新聚焦,而无需收集更多的样本。为此,我们将每个样本视为可能附近样本的代理,并使用飞溅-收集方案计算其对最终图像的贡献。然后通过合成所有贡献样本来获得输出图像中每个像素的亮度。我们使用类似mimap的技术优化管道,这样运行时间与图像中的焦点模糊量无关。我们的方法近似底层物理图像形成过程,从而避免了许多其他近似算法的工件。在非常低的预算下,它为大多数用途提供了令人满意的DoF渲染,并为要求高渲染质量的应用程序提供了DoF效果的快速预览。
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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