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Depth-of-Field Rendering by Pyramidal Image Processing
07 E U R O G R A P H I C S Depth-of-Field Rendering by Pyramidal Image Processing Martin Kraus (TU München) and Magnus Strengert (Universität Stuttgart)
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00 Outline of this Talk 01 Introduction 02 Related work
03 Proposed method 04 Experiments 05 Future work
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01 I N T R O D U C T I O N What Is Depth of Field?
The depth in front and beyond the focus plane where objects appear to be in focus A property of all real optical systems only virtual pin-hole cameras have infinite depth of field Used for important photographic and cinematographic techniques
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photo by Jon Sullivan (http://pdphoto. org/PictureDetail. php
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photo by "che" (http://commons. wikimedia
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Classification of Techniques:
02 R E L A T E D W O R K Classification of Techniques: Splatting [Potmesil & Chakravarty 1982] Stochastic sampling [Cook et al. 1984] e.g., in distributed ray tracing or in REYES state of the art in offline rendering Pre-filtering [Rokita 1993] lots of artifacts [Demers 2004] state of the art in real-time rendering Blurring of sub-images [Barsky 2004]
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High Quality in Real Time?
02 R E L A T E D W O R K High Quality in Real Time? Real-time performance requires: independence of scene complexity excludes stochastic sampling thus: image post-processing of a pin-hole color image and depth map independence of image synthesis for free convolution filtering is too expensive even with FFTs on GPUs thus: blurring using pyramid algorithms
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High Quality in Real Time?
02 R E L A T E D W O R K High Quality in Real Time? High image quality requires: smooth blurring without interpolation artifacts pyramid blurring [Kraus & Strengert 2007] no incorrect color bleeding excludes pre-filtering separate blurring of sub-images disocclusion of semi-transparent pixels inpainting of colors and depths with pyramid algorithm [Strengert et al. 2006]
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03 P R O P O S E D M E T H O D Overview pin-hole image & depth map
decomposition into sub-images 1 disocclusion 2 matting 3 blurring 4 blending of sub-images 5 resulting image
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03 P R O P O S E D M E T H O D Decomposition
1 decompose into sub-images and cull foreground pixels according to depth map
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03 P R O P O S E D M E T H O D Disocclusion
2 for each sub-image: disocclude culled foreground (using pyramidal inpainting)
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03 P R O P O S E D M E T H O D Matting
for each sub-image: compute alpha-matting according to each pixel's depth
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03 P R O P O S E D M E T H O D Blurring
4 for each sub-image: blur color and alpha (using pyramidal blurring)
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03 P R O P O S E D M E T H O D Blending
5 back-to-front blending of all sub-images result computed in 70.4 ms (12 sub-images, hardware: NVIDIA GeForce 7900 GTX)
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03 P R O P O S E D M E T H O D Main Features
independent of scene complexity and independent of image synthesis interactive perfomance on GPUs real-time for small circles of confusion high image quality avoids artifacts of pre-filtering techniques let's do some experiments …
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04 E X P E R I M E N T S Our Method vs. pbrt
pbrt uses stochastic sampling Which is which?
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04 E X P E R I M E N T S Our Method vs. pbrt pbrt our method
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04 E X P E R I M E N T S Our Method vs. pbrt Which is which?
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04 E X P E R I M E N T S Our Method vs. pbrt pbrt our method
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04 E X P E R I M E N T S Can We Break Our Method?
Yes, with a very large lens radius. pbrt bleeding gray too opaque our method
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04 E X P E R I M E N T S Can We Break Our Method?
Video with very large lens radii: eg07.mov also available at:
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05 F U T U R E W O R K Are We there yet?
No, but we avoid typical rendering artifacts of real-time techniques Specialized variants for better performance and image quality Alternative blur filters High-potential application: gaze-directed focus
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06 A C K N O W L E D G M E N T S The photos appear courtesy of "che" and Jon Sullivan. The dragon model appears courtesy of the Stanford University Scanning Repository. The pbrt scene appears courtesy of Gregory Humphreys and Matt Pharr.
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Thank you! And have a safe trip home! Questions?
07 E U R O G R A P H I C S Thank you! And have a safe trip home! Questions?
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07 E U R O G R A P H I C S
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