A Layered Depth-of-Field Method for Solving Partial Occlusion

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A Layered Depth-of-Field Method for Solving Partial Occlusion. David C. Schedl Michael Wimmer schedl@cg.tuwien.ac.at wimmer@cg.tuwien.ac.at Institute of Computer Graphics and Algorithms Vienna University of Technology. WSCG – 26 th June 2012. Real life partial occlusion. - PowerPoint PPT Presentation

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A Layered Depth-of-Field Method for Solving Partial

OcclusionDavid C. Schedl Michael Wimmerschedl@cg.tuwien.ac.at wimmer@cg.tuwien.ac.at

Institute of Computer Graphics and AlgorithmsVienna University of Technology

WSCG – 26th June 2012

David C. Schedl

Real life partial occlusion

f=18 mm, N=4

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Intro/Overviewdepth-of-field approximation

post processingpartial occlusion in realtime

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Thin lens

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Previous workPotmesil and Chakravarty, 1981

CoC - equationfirst post-processing methodblur according to CoCsstill a referenceartifacts

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Artifacts

color bleeding:

[Demers2004]

[Riguer2005]

depth discontinuity:

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Partial Occlusionpinhole vs. finite aperture

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Partial Occlusion

pinhole: finite aperture:

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Previous work – solve partial occlusion

non-realtime:ray-tracing (Cook et al., 1984)Accumulation B. (Haeberli and Akeley, 1990)

layered methods:Kraus and Strengert, 2007

occluded scene content only interpolated

Lee et al., 2010image composition via ray traversalsimulate more lens effectsmore complex and slower than ours

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Our Method

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Our Method

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Overview

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Rendering& Depth PeelingIm

ages

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Matting – functionsw

eigh

t

depth

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Matting – functionsw

eigh

t

depth

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Matting – layers In

put

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Matting – layers In

put

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Matting – layers In

put

Laye

rs

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Matting – layers In

put

Laye

rs

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Matting – layers In

put

Laye

rs

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Blurringuniformly blur layersGaussian filter

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Blurring

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Blurring

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Composealpha-blend back to front

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Optimizationreduce filter widthrecursive Gaussians

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Optimization - front

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Optimization - front

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Optimization - front

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Optimization - Compositing

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Results - Homunculus

f=100mm, N =1.4, focus=18 500 mm, 17 layers, 3x DP

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Results - Dragons

f=100mm, N =1.4, focus=3 000 mm, 22 layers, 3x DP

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Results – BenchmarksIntel Core i7 920, Geforce GTX 480OpenGL and GLSL1024 x 1024px

ours Lee et. al. 2010 Accum. B.

optimized non-rec. 256 rays 256 views

Homunculus(74k tri.) 102 ms 1.4x 13.2x 47x

Dragons(610k tri.) 98 ms 1.3x 14.7x 42x

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Conclusionlayered DoF methodpartial occlusion solvedcomparison to:

Accumulation Buffer Lee et al., 2010

optimized by recursive Gaussiansefficient composition with alpha blending

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Outlookscreen-spaced antialiasingavoid empty layers: clusteringinaccurate but faster blurring methodscombine with eye-tracker

Thank you!

slides will be available at: http://www.cg.tuwien.ac.at/research/publications/2012/schedl-2012-dof/

David C. Schedl