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Real-Time Lens Blur Effects and Focus Control. Sungkil Lee, Elmar Eisemann, and Hans-Peter Seidel Sunyeong Kim Nov. 23 nd . 2010. Goal. Real-time Rendering system for defocus blur and lens effects. Efficient algorithm for DOF and lens blur effects
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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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