Title: Fast Depth-of-Field Rendering with Surface Splatting
1Fast Depth-of-Field Rendering with Surface
Splatting
Jaroslav Krivánek CTU PragueIRISA INRIA Rennes
Jirí Žára CTU Prague
Kadi Bouatouch IRISA INRIA Rennes
Computer
Graphics
Group
2Goal
- Depth-of-field rendering with point-based objects
- Why point-based ?
- Efficient for complex objects
- Why depth-of-field ?
- Nice and naturally looking images
3Overview
- Introduction
- Point-based rendering
- Depth-of-field
- Depth-of-field techniques
- Our contribution Point-based depth-of-field
rendering - Basic approach
- Extended method depth-of-field with level of
detail - Results
- Discussion
- Conclusions
4Point-based rendering
- Object represented by points without connectivity
- Point (surfel)
- position, normal, radius, material
- Rendering screen space surface reconstruction
- Efficient for very complex objects
5Depth-of-Field
- More naturally looking images
- Important depth cue for perception of scene
configuration - Draws attention to the focused objects
-
-
6Thin Lens Camera Model
VP
P
F/n
image plane
focal plane
lens
7Depth-of-Field Techniques in CG
- Supersampling
- Distributed ray tracing Cook et al. 1984
- Sample the light paths through the lens
- Multisampling Haeberli Akeley 1990
- Several images from different viewpoints on the
lens - Average the resulting images using accumulation
buffer
8Depth of Field Techniques in CG
- Post-filtering Potmesil Chakravarty 1981
- Out-of-focus pixels displayed as CoC
- Intensity leakage, hypo-intensity
- Slow for larger kernels
Focus processor(filtering)
Image synthesizer
9Point-based rendering - splatting
- Draw each point as a fuzzy splat (an ellipse)
Image ? SPLATi
10Our Basic Approach
Focus processor(filtering)
Image with DOF
?i SPLATi depth
Image depth
Image ?i SPLATi
11Our Basic Approach
12Properties of our basic approach
- PROS
- Avoids leakage
- Reconstruction takes into account the splat depth
- No hypo-intensities
- Visibility resolved after blurring
- Handles transparency
- In the same way as the EWA splatting A-buffer
- CONS
- - Very slow, especially for large apertures
- A lot of large overlapping splats
- High number of fragments
- E.g. Lion, no blur 2.3 mil. blur 90.2 mil.
(40x more)
13Our Extended Method
- Use Level of Detail (LOD) to attack complexity
- blur detail
- Select lower LOD for blurred parts
- of fragments increases more slowly
- E.g. Lion, no blur 2.3 mil. blur 5.3 mil.
(2.3x more)
Blurred img.
Selected LOD
14Observation
- Selecting lower LOD for rendering equivalent to
1) selecting the fine LOD 2)
low-pass filtering is screen space - Use LOD as a means for blurring
- not only to reduce complexity
Fine LOD
Lower LOD
15Effect of LOD Selection
- How to quantify the effect of LOD selection in
terms of blur in the resulting image ? - We use Bounding sphere hierarchy
- Qsplat Rusinkiewicz Levoy, 2000
16Bounding Sphere Hierarchy
- Building the hierarchy levels
low-pass filtering subsampling
The finest level L0
Lower level L1
17LOD Filter in Screen Space
- GQL defined in local coordinates in object space
- GQL related to screen space by the local affine
approximation J of the object-to-screen transform - Selecting level L filtering in screen space by
GJQLJT
GQL
GJQLJT
Screen space
Object space
18DOF with LOD - Algorithm
- Given the required screen space filter GQDOF
- Select LOD L such that support(
GJQLJT ) lt support ( r ? GQDOF ) - Apply an additional screen space filter GQDIFF to
get GQDOF
rDOF r ? GJQLJT ? GQDIFF
19Results
No Depth-of-Field everything in focus
20Results
Transparent mask in focus, male figure out of
focus
21Results
Male figure in focus, transparent mask out of
focus
22Results
Reference solution (multisampling)
Our algorithm
- Our blur looks too smooth because of the
Gaussian filter
23Results
Reference solution (multisampling)
Our algorithm
- Artifacts due to incorrect surface
reconstruction
24Discussion
- Simplifying assumptions limitations
- Gaussian distribution of light within the CoC
- Mostly ok
- We are blurring the texture before lighting
- We should blur after lighting
- Possible incorrect image reconstruction from
blurred splats
25Conclusion
- A novel algorithm for depth of field rendering
- LOD as a means for depth-blurring
- Transparency
- Avoids intensity leakage
- Running time independent of the DOF
- - Only for point based rendering
- - A number of artifacts can appear
- Ideal tool for interactive DOF previewing
- Trial and error camera parameters setting
Acknowledgement Grant 2159/2002 MSMT Czech
Republic