Multi-Cue Pedestrian Classi cation With Partial Occlusion ...
A Layered Depth-of-Field Method for Solving Partial Occlusion
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Transcript of A Layered Depth-of-Field Method for Solving Partial Occlusion
A Layered Depth-of-Field Method for Solving Partial
OcclusionDavid C. Schedl Michael [email protected] [email protected]
Institute of Computer Graphics and AlgorithmsVienna University of Technology
WSCG – 26th June 2012
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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/
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