skip to main content
research-article

Multi-Layer Depth of Field Rendering with Tiled Splatting

Authors Info & Claims
Published:25 July 2018Publication History
Skip Abstract Section

Abstract

In this paper we present a scattering-based method to compute high quality depth of field in real time. Relying on multiple layers of scene data, our method naturally supports settings with partial occlusion, an important effect that is often disregarded by real time approaches. Using well-founded layer-reduction techniques and efficient mapping to the GPU, our approach out-performs established approaches with a similar high-quality feature set.

Our proposed algorithm works by collecting a multi-layer image, which is then directly reduced to only keep hidden fragments close to discontinuities. Fragments are then further reduced by merging and then splatted to screen-space tiles. The per-tile information is then sorted and accumulated in order, yielding an overall approach that supports partial occlusion as well as properly ordered blending of the out-of-focus fragments.

References

  1. Timo Aila and Samuli Laine. 2009. Understanding the Efficiency of Ray Traversal on GPUs. In Proceedings of the Conference on High Performance Graphics 2009 (HPG '09). ACM, New York, NY, USA, 145--149. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Kenneth E. Batcher. 1968. Sorting Networks and their Applications. In Proceedings of the April 30-May 2, 1968, spring joint computer conference. ACM, 307--314. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Bill Claff. 2016. FOV Tables: Field-of-view of lenses by focal length. https://www.nikonians.org/reviews/fov-tables. Accessed on 15 Dec, 2017.Google ScholarGoogle Scholar
  4. Robert L. Cook, Thomas Porter, and Loren Carpenter. 1984. Distributed Ray Tracing. In Proceedings of the 11th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '84). ACM, New York, NY, USA, 137--145. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Joe Demers. 2004. Depth of Field: A Survey of Techniques. In GPU Gems, Randima Fernando (Ed.). Pearson Higher Education. Cass Everitt. 2001. Interactive Order-Independent Transparency. Technical Report. NVIDIA Corporation.Google ScholarGoogle Scholar
  6. Paul Haeberli and Kurt Akeley. 1990. The Accumulation Buffer: Hardware Support for High-quality Rendering. In Proceedings of the 17th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '90). ACM, New York, NY, USA, 309--318. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Earl Hammon. 2007. Practical Post-Process Depth of Field. In GPU Gems III, Hubert Nguyen (Ed.). Addison-Wesley.Google ScholarGoogle Scholar
  8. Takahiro Harada, Jay McKee, and Jason C. Yang. 2012. Forward+: Bringing Deferred Lighting to the Next Level. In Eurographics 2012 - Short Papers Proceedings, Cagliari, Italy, May 13-18, 2012. 5--8.Google ScholarGoogle Scholar
  9. Nikolai Hofmann, Phillip Bogendörfer, Marc Stamminger, and Kai Selgrad. 2017. Hierarchical Multi-layer Screen-space Ray Tracing. In Proceedings of High Performance Graphics (HPG '17). ACM, New York, NY, USA, Article 18, 10 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Jorge Jimenez. 2014. Next Generation Post Processing in Call of Duty Advanced Warfare. Siggraph 2014.Google ScholarGoogle Scholar
  11. Jaroslav Křivánek, Jiří Žára, and Kadi Bouatouch. 2003. Fast Depth of Field Rendering with Surface Splatting. In Computer Graphics International, 2003. Proceedings. IEEE, 196--201.Google ScholarGoogle ScholarCross RefCross Ref
  12. Sungkil Lee, Elmar Eisemann, and Hans-Peter Seidel. 2009. Depth-of-field Rendering with Multiview Synthesis. ACM Trans. Graph. (Proc. of SIGGRAPH Asia) 28, 5 (2009). Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Sungkil Lee, Elmar Eisemann, and Hans-Peter Seidel. 2010. Real-time Lens Blur Effects and Focus Control. ACM Trans. Graph. 29, 4, Article 65 (July 2010), 7 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Sungkil Lee, Gerard Jounghyun Kim, and Seungmoon Choi. 2008. Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers. Computer Graphics Forum (2008).Google ScholarGoogle Scholar
  15. Fang Liu, Meng-Cheng Huang, Xue-Hui Liu, and En-Hua Wu. 2009. Efficient Depth Peeling via Bucket Sort. In Proceedings of the Conference on High Performance Graphics 2009 (HPG '09). ACM, New York, NY, USA, 51--57. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Michael Mara, Morgan McGuire, Derek Nowrouzezahrai, and David Luebke. 2016. Deep G-Buffers for Stable Global Illumination Approximation. In HPG. 11. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Chunhui Mei, Voicu Popescu, and Elisha Sacks. 2005. The Occlusion Camera. Computer Graphics Forum (2005).Google ScholarGoogle Scholar
  18. Nvidia. 2017. Tuning CUDA Applications for Pascal. http://docs.nvidia.com/cuda/pascal-tuning-guide/-index.html#shared-memory.Google ScholarGoogle Scholar
  19. Ola Olsson and Ulf Assarsson. 2011. Tiled Shading. Journal of Graphics, GPU, and Game Tools 15, 4 (2011), 235--251.Google ScholarGoogle ScholarCross RefCross Ref
  20. Michael Potmesil and Indranil Chakravarty. 1981. A Lens and Aperture Camera Model for Synthetic Image Generation. In Proceedings of the 8th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '81). ACM, New York, NY, USA, 297--305. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Guennadi Riguer, Natalya Tatarchuk, and John R. Isidoro. 2003. Real-Time Depth of Field Simulation. In ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0, Wolfgang Engel (Ed.). Wordware, Plano, Texas.Google ScholarGoogle Scholar
  22. D Schedl and M Wimmer. 2012. A Layered Depth-of-Field Method for Solving Partial Occlusion. Journal of WSCG 20, 3 (2012), 239--246.Google ScholarGoogle Scholar
  23. Thorsten Scheuermann and Natalya Tatarchuk. 2004. Improved Depth of Field Rendering. In ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series), Wolfgang Engel (Ed.). Charles River Media, Inc., Rockland, MA, USA, Chapter Advanced Depth-of-Field Rendering.Google ScholarGoogle Scholar
  24. Benjamin Segovia, Jean Claude Iehl, Richard Mitanchey, and Bernard Péroche. 2006. Non-interleaved Deferred Shading of Interleaved Sample Patterns. In Graphics Hardware, Marc Olano and Philipp Slusallek (Eds.). The Eurographics Association. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Kai Selgrad, Linus Franke, and Marc Stamminger. 2016. Tiled Depth of Field Splatting. In EG 2016 - Posters, Luis Gonzaga Magalhaes and Rafal Mantiuk (Eds.). The Eurographics Association. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Kai Selgrad, Christian Reintges, Dominik Penk, Pascal Wagner, and Marc Stamminger. 2015. Real-time Depth of Field Using Multi-layer Filtering. In Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (i3D '15). ACM, New York, NY, USA, 121--127. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Maryann Simmons and Carlo H. Séquin. 2000. Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering. Springer Vienna, Vienna, 329--340. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Tiago Sousa. 2013. Graphic Gems - Cry Engine 3. Siggraph 2013.Google ScholarGoogle Scholar
  29. Gareth Thomas. 2014. Compute-Based GPU Particle Systems. GDC'14.Google ScholarGoogle Scholar
  30. John White and Colin Barré-Brisebois. 2011. More Performance! Five Rendering Ideas from Battlefield 3 and Need For Speed: The Run. Siggraph 2011.Google ScholarGoogle Scholar
  31. Sven Widmer, Dawid Pajak, A. Schulz, Kari Pulli, Jan Kautz, Michael Goesele, and David Luebke. 2015. An Adaptive Acceleration Structure for Screen-space Ray Tracing. In Proceedings of the 7th Conference on High-Performance Graphics (HPG '15). ACM, New York, NY, USA, 67--76. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Sven Widmer, Dominik Wodniok, Daniel Thul, Stefan Guthe, and Michael Goesele. 2016. Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects. Computer Graphics Forum (2016). Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Barry Winn, David Whitaker, David B Elliott, and Nicholas J Phillips. 1994. Factors affecting light-adapted pupil size in normal human subjects. Investigative Ophthalmology 8 Visual Science 35, 3 (1994), 1132.Google ScholarGoogle Scholar
  34. Jason C Yang, Justin Hensley, Holger Grün, and Nicolas Thibieroz. 2010. Real-Time Concurrent Linked List Construction on the GPU. Computer Graphics Forum (Proc. EG Symposium on Rendering) 29, 4 (2010), 1297--1304. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Tianshu Zhou, Jim X. Chen, and Mark Pullen. 2007. Accurate Depth of Field Simulation in Real Time. Computer Graphics Forum (2007).Google ScholarGoogle Scholar

Index Terms

  1. Multi-Layer Depth of Field Rendering with Tiled Splatting

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in

      Full Access

      • Published in

        cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
        Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 1, Issue 1
        July 2018
        378 pages
        EISSN:2577-6193
        DOI:10.1145/3242771
        Issue’s Table of Contents

        Copyright © 2018 ACM

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 25 July 2018
        Published in pacmcgit Volume 1, Issue 1

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article
        • Research
        • Refereed

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader
      About Cookies On This Site

      We use cookies to ensure that we give you the best experience on our website.

      Learn more

      Got it!