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Explore an innovative real-time rendering system for lens blur effects, focus control, DOF, and more. Learn about optical aberrations, lens ray tracing, and interactive focus systems. Enhance your understanding of lens effects with this comprehensive study.
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Real-Time Lens Blur Effects and Focus Control Sungkil Lee, Elmar Eisemann, and Hans-Peter Seidel Sunyeong Kim Nov. 23nd. 2010
Goal • Real-time Rendering system for defocus blur and lens effects. • Efficient algorithm for DOF and lens blur effects • Interactive and intuitive focus control system • Generalized method for expressive DOF rendering
Overview • Rendering Algorithm • Optical Aberration • Controlling Focus and Lens Effects
Realistic Lens Blur • Two steps • An Image-based layered representation of the scene using a modified depth-peeling strategy • Tracing several rays for each sensor (pixels)
Layer Construction • Layered-image based representation using depth peeling • Important Observation • Layer pixels that cannot be reached by any lens rays do not need to be extracted • A depth-peeled representation is point-sampled at the pixel centers
Lens Ray Tracing • Intersection test of the aperture and the lens surface • Intersection test of the ray against the layer • Using footprint • All lens rays in parallel
Lens Ray Tracing • Two challenges • Bounding footprint for all lens ray in a depth interval • Computing the min/max values in a footprint region.
Bounding the Footprint • For a depth interval [d1,d2], It is enough to take the maximum of the COCs at d1 and d2. • Collect intersection point and compute the bounding quad in image space • Given the bounding quad, Min/Max depth value can be computed
Min/Max Depth Value • Using N-buffer [Décoret 2005] • Set of textures {Ti} of identical resolution • T0 is the original image • Pixel p in Ti contains the minimum and maximum value of T0 inside a square of size 2ix2i around p. • Some pixels are empty. Then, depth is 0.
Multi-Layer Packing • Packing four depth values into a single RGBA texture • Share one N-Buffer • Simultaneously testing all four depth values
Optical Aberration • Spherical Aberration • Curvature of Field(COF) • Chromatic Aberration • An empirical equation by Sellmeier
Control Focus and Lens Effect • Controlling Focus for Standard Lens Models • Thin Lens • Spherical thick Lens • Tilt-Shift Photography • Expressive Focus Control • Focal Surface • DOF Interpolation • Expressive Aberration Effects • Less accurate simulation with more intuitive control.
Result • Result Video
Discussion • Extended umbra peeling • Artifact-free rendering • In comparison to the single-pass decomposition • Slower depth peeling • More cache efficient • Multiple layers in parallel • Less and more-predictable arithmetic operations
Conclusion • This is a real-time lens-blur rendering system • Managing many lens aberration effects • Simply controlling DOF blur
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