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Fast perception-based depth of field rendering
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
Seoul, Korea
SESSION: Time critical rendering table of contents
Pages: 129 - 133  
Year of Publication: 2000
ISBN:1-58113-316-2
Authors
Jurriaan D. Mulder  Center for Mathematics and Computer Science, Kruislaan 413, 1098 SJ, Amsterdam, the Netherlands
Robert van Liere  Center for Mathematics and Computer Science, Kruislaan 413, 1098 SJ, Amsterdam, the Netherlands
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
IITA : Institute of Information Technology Assessment
KRF : Korea Research Foundation
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
: Ministry of Information & Communication
KOSEF : Korea Science Engineering Foundation
Publisher
ACM  New York, NY, USA
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ABSTRACT

Current algorithms to create depth of field (DOF) effects are either too costly to be applied in VR systems, or they produce inaccurate results. In this paper, we present a new algorithm to create DOF effects. The algorithm is based on two techniques: one of high accuracy and one of high speed but less accurate. The latter is used to create DOF effects in the peripheral viewing area where accurate results are not necessary. The first is applied to the viewing volume focussed at by the viewer. Both techniques make extensive use of rendering hardware, for texturing as well as image processing. The algorithm presented in this paper is an improvement over other (fast) DOF algorithms in that it is faster and provides better quality DOF effects where it matters most.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Jurriaan D. Mulder: colleagues
Robert van Liere: colleagues