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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). 00. Outline of this Talk. 01 Introduction 02 Related work 03 Proposed method 04 Experiments 05 Future work. 01.

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Depth-of-Field Rendering by Pyramidal Image Processing

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  1. 07 E U R O G R A P H I C S Depth-of-Field Renderingby Pyramidal Image Processing Martin Kraus (TU München) and Magnus Strengert (Universität Stuttgart)

  2. 00 Outline of this Talk 01Introduction 02Relatedwork 03Proposedmethod 04 Experiments 05 Future work

  3. 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

  4. photo by Jon Sullivan (http://pdphoto.org/PictureDetail.php?mat=pdef&pg=8202)

  5. photo by "che" (http://commons.wikimedia.org/wiki/Image:Dandelion_clock_detail.jpg)

  6. 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]

  7. 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

  8. 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]

  9. 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 3 1 4 disocclusion matting blurring 2 blending of sub-images 5 resulting image

  10. 03 P R O P O S E D M E T H O D Decomposition • decompose into sub-images and cull foreground pixels according to depth map 1

  11. 03 P R O P O S E D M E T H O D Disocclusion • for each sub-image: disocclude culled foreground (using pyramidal inpainting) 2

  12. 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 3

  13. 03 P R O P O S E D M E T H O D Blurring • for each sub-image: blur color and alpha (using pyramidal blurring) 4

  14. 03 P R O P O S E D M E T H O D Blending • back-to-front blending of all sub-images result computed in 70.4 ms (12 sub-images, hardware: NVIDIA GeForce 7900 GTX) 5

  15. 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 …

  16. 04 E X P E R I M E N T S Our Method vs. pbrt • pbrt uses stochasticsampling • Which iswhich?

  17. 04 E X P E R I M E N T S Our Method vs. pbrt pbrt our method

  18. 04 E X P E R I M E N T S Our Method vs. pbrt • Which is which?

  19. 04 E X P E R I M E N T S Our Method vs. pbrt pbrt our method

  20. 04 E X P E R I M E N T S Can We Break Our Method? • Yes, with a very largelens radius. pbrt bleeding gray too opaque our method

  21. 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: http://wwwcg.in.tum.de/Research/Publications/DepthOfField

  22. 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

  23. 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.

  24. 07 E U R O G R A P H I C S Thank you! And have a safe trip home! Questions?

  25. 07 E U R O G R A P H I C S

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