![](bg7.png)
REFERENCES
Barsky, B. A. (2004). Vision-realistic rendering: Simulation
of the scanned foveal image from wavefront data of
human subjects. In APGV ’04: Proceedings of the
1st Symposium on Applied Perception in Graphics and
Visualization, pages 73–81.
Barsky, B. A., Tobias, M. J., Chu, D. P., and Horn, D. R.
(2005). Elimination of artifacts due to occlusion and
discretization problems in image space blurring tech-
niques. Graphical Models, 67(6):584–599.
Cook, R. L., Carpenter, L., and Catmull, E. (1987). The
reyes image rendering architecture. In SIGGRAPH
’87: Proceedings of the 14th Annual Conference on
Computer Graphics and Interactive Techniques, pages
95–102.
Cook, R. L., Porter, T., and Carpenter, L. (1984). Dis-
tributed ray tracing. In SIGGRAPH ’84: Proceedings
of the 11th Annual Conference on Computer Graphics
and Interactive Techniques, pages 137–145.
Demers, J. (2004). Depth of field: A survey of techniques.
In Fernando, R., editor, GPU Gems, pages 375–390.
Addison Wesley.
Haeberli, P. and Akeley, K. (1990). The accumulation
buffer: hardware support for high-quality rendering.
In SIGGRAPH ’90: Proceedings of the 17th an-
nual conference on Computer graphics and interac-
tive techniques, pages 309–318. ACM.
Hammon, E. (2007). Practical post-process depth of field.
In Nguyen, H., editor, GPU Gems 3, pages 583–606.
Addison Wesley.
James, G. and O’Rorke, J. (2004). Real-time glow. In Fer-
nando, R., editor, GPU Gems, pages 343–362. Addi-
son Wesley.
Kolb, C., Mitchell, D., and Hanrahan, P. (1995). A realistic
camera model for computer graphics. In SIGGRAPH
’95: Proceedings of the 22nd annual conference on
Computer graphics and interactive techniques, pages
317–324. ACM.
Kosloff, T. J. and Barsky, B. A. (2007). An algorithm
for rendering generalized depth of field effects based
on simulated heat diffusion. In ICCSA’07: Proceed-
ings of the 2007 international conference on Com-
putational science and its applications, pages 1124–
1140.
Kosloff, T. J., Tao, M. W., and Barsky, B. A. (2009).
Depth of field postprocessing for layered scenes us-
ing constant-time rectangle spreading. In Proceedings
of Graphics Interface 2009, GI ’09, pages 39–46.
Kraus, M. and Strengert, M. (2007a). Depth-of-field ren-
dering by pyramidal image processing. Computer
Graphics forum (Proceedings Eurographics 2007),
26(3):645–654.
Kraus, M. and Strengert, M. (2007b). Pyramid filters based
on bilinear interpolation. In Proceedings GRAPP
2007 (Volume GM/R), pages 21–28.
Kˇriv´anek, J.,
ˇ
Z´ara, J., and Bouatouch, K. (2003). Fast depth
of field rendering with surface splatting. In Proceed-
ings of Computer Graphics International 2003, pages
196–201.
Lee, S., Eisemann, E., and Seidel, H.-P. (2009a). Depth-of-
field rendering with multiview synthesis. ACM Trans-
actions on Graphics (Proc. ACM SIGGRAPH ASIA),
28(5):1–6.
Lee, S., Eisemann, E., and Seidel, H.-P. (2010). Real-
time lens blur effects and focus control. ACM Trans-
actions on Graphics (Proc. ACM SIGGRAPH’10),
29(4):65:1–7.
Lee, S., Kim, G. J., and Choi, S. (2008). Real-time depth-
of-field rendering using splatting on per-pixel lay-
ers. Computer Graphics Forum (Proc. Pacific Graph-
ics’08), 27(7):1955–1962.
Lee, S., Kim, G. J., and Choi, S. (2009b). Real-time
depth-of-field rendering using anisotropically filtered
mipmap interpolation. IEEE Transactions on Visual-
ization and Computer Graphics, 15(3):453–464.
Pharr, M. and Humphreys, G. (2004). Physically Based
Rendering: From Theory to Implementation. Morgan
Kaufmann Publishers Inc.
Porter, T. and Duff, T. (1984). Compositing digital im-
ages. In SIGGRAPH ’84: Proceedings of the 11th
annual conference on Computer graphics and inter-
active techniques, pages 253–259. ACM.
Potmesil, M. and Chakravarty, I. (1982). Synthetic im-
age generation with a lens and aperture camera model.
ACM Trans. Graph., 1(2):85–108.
Rokita, P. (1993). Fast generation of depth of field ef-
fects in computer graphics. Computers & Graphics,
17(5):593–595.
Scofield, C. (1992). 2 1/2-d depth-of-field simulation for
computer animation. In Graphics Gems III, pages 36–
38. Academic Press Professional.
Shinya, M. (1994). Post-filtering for depth of field simu-
lation with ray distribution buffer. In Proceedings of
Graphics Interface ’94, pages 59–66.
Sternberg, S. (1986). Grayscale morphology. Computer
Vision, Graphics, and Image Processing, 35(3):333–
355.
Strengert, M., Kraus, M., and Ertl, T. (2006). Pyramid
methods in GPU-based image processing. In Proceed-
ings Vision, Modeling, and Visualization 2006, pages
169–176.
USING OPAQUE IMAGE BLUR FOR REAL-TIME DEPTH-OF-FIELD RENDERING
159