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首页> 外文期刊>Journal of Virtual Reality and Broadcasting >Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur
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Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur

机译:使用不透明的图像模糊进行实时景深渲染和基于图像的运动模糊

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While depth of field is an important cinematographic means, its use in real-time computer graphics is still limited by the computational costs that are necessary to achieve a sufficient image quality. Specifically, color bleeding artifacts between objects at different depths are most effectively avoided by a decomposition into sub-images and the independent blurring of each sub-image. This decomposition, however, can result in rendering artifacts at silhouettes of objects. We propose a new blur filter that increases the opacity of all pixels to avoid these artifacts at the cost of physically less accurate but still plausible rendering results. The proposed filter is named "opaque image blur" and is based on a glow filter that is applied to the alpha channel. We present a highly efficient GPU-based pyramid algorithm that implements this filter for depth-of-field rendering. Moreover, we demonstrate that the opaque image blur can also be used to add motion blur effects to images in real time.
机译:尽管景深是一种重要的摄影手段,但其在实时计算机图形学中的使用仍然受到获得足够图像质量所必需的计算成本的限制。具体地,通过分解成子图像以及每个子图像的独立模糊,最有效地避免了在不同深度的对象之间的颜色渗色伪影。但是,这种分解会导致在对象的轮廓处呈现伪像。我们提出了一种新的模糊滤镜,该滤镜增加了所有像素的不透明度,从而避免了这些伪影,但代价是物理上较不准确,但仍然可以得出合理的渲染结果。所提出的滤镜名为“不透明图像模糊”,它基于应用于alpha通道的辉光滤镜。我们提出了一种基于GPU的高效金字塔算法,该算法实现了此滤镜用于景深渲染。此外,我们证明了不透明的图像模糊还可以用于向图像实时添加运动模糊效果。

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