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Martin Kraus, Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur. JVRB - Journal of Virtual Reality and Broadcasting, 10(2013), no. 5. (urn:nbn:de:0009-6-38199)

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%0 Journal Article
%T Using Opaque Image Blur for Real-Time Depth-of-Field Rendering 	and Image-Based Motion Blur
%A Kraus, Martin
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2013
%V 10(2013)
%N 5
%@ 1860-2037
%F kraus2013
%X 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 glowfilter 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.
%L 004
%K GPU
%K blur
%K depth of field
%K glow
%K image processing
%K motion blur
%K pyramid algorithm
%K real-time rendering
%K visual effect
%R 10.20385/1860-2037/10.2013.5
%U http://nbn-resolving.de/urn:nbn:de:0009-6-38199
%U http://dx.doi.org/10.20385/1860-2037/10.2013.5

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Bibtex

@Article{kraus2013,
  author = 	"Kraus, Martin",
  title = 	"Using Opaque Image Blur for Real-Time Depth-of-Field Rendering 	and Image-Based Motion Blur",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2013",
  volume = 	"10(2013)",
  number = 	"5",
  keywords = 	"GPU; blur; depth of field; glow; image processing; motion blur; pyramid algorithm; real-time rendering; visual effect",
  abstract = 	"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 glowfilter 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.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/10.2013.5",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-38199"
}

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RIS

TY  - JOUR
AU  - Kraus, Martin
PY  - 2013
DA  - 2013//
TI  - Using Opaque Image Blur for Real-Time Depth-of-Field Rendering 	and Image-Based Motion Blur
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 10(2013)
IS  - 5
KW  - GPU
KW  - blur
KW  - depth of field
KW  - glow
KW  - image processing
KW  - motion blur
KW  - pyramid algorithm
KW  - real-time rendering
KW  - visual effect
AB  - 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 glowfilter 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.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-38199
DO  - 10.20385/1860-2037/10.2013.5
ID  - kraus2013
ER  - 
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Wordbib

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<b:Comments>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 &quot;opaque image blur&quot; and is based on a glowfilter 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.</b:Comments>
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ISI

PT Journal
AU Kraus, M
TI Using Opaque Image Blur for Real-Time Depth-of-Field Rendering 	and Image-Based Motion Blur
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2013
VL 10(2013)
IS 5
DI 10.20385/1860-2037/10.2013.5
DE GPU; blur; depth of field; glow; image processing; motion blur; pyramid algorithm; real-time rendering; visual effect
AB 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 glowfilter 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.
ER

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Mods

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    <title>Using Opaque Image Blur for Real-Time Depth-of-Field Rendering 	and Image-Based Motion Blur</title>
  </titleInfo>
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  <abstract>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.</abstract>
  <subject>
    <topic>GPU</topic>
    <topic>blur</topic>
    <topic>depth of field</topic>
    <topic>glow</topic>
    <topic>image processing</topic>
    <topic>motion blur</topic>
    <topic>pyramid algorithm</topic>
    <topic>real-time rendering</topic>
    <topic>visual effect</topic>
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