DocumentCode
770112
Title
Generating depth of-field effects in virtual reality applications
Author
Rokita, Przemyslaw
Author_Institution
Warsaw Univ. of Technol., Poland
Volume
16
Issue
2
fYear
1996
fDate
3/1/1996 12:00:00 AM
Firstpage
18
Lastpage
21
Abstract
Computer-generated images without depth-of-field effects always look surreal. A new technique and algorithm are presented which solve the problem of simulating these effects in VR and other real-time applications. The adaptive convolution approach can generate depth-of-field effects in real time using commercially available hardware filters. The picture-processing algorithm proposed can be easily implemented in a visualization pipeline. The final effect can be obtained by iterative filtering with a single hardware convolution filter or with identical 3×3 filters placed as pipeline stages. The speed of this approach makes it suitable for generating images in real-time applications, particularly virtual reality systems. As a postprocessing technique, it also has the advantage of being easily implemented as a final stage of the visualization pipeline in an existing rendering system
Keywords
computational geometry; image processing; rendering (computer graphics); virtual reality; adaptive convolution approach; computer-generated images; convolution filter; depth of-field effects; hardware filters; iterative filtering; picture-processing algorithm; real time; rendering system; virtual reality applications; visualization pipeline; Adaptive filters; Application software; Computational modeling; Computer applications; Convolution; Hardware; Iterative algorithms; Pipelines; Virtual reality; Visualization;
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/38.486676
Filename
486676
Link To Document