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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/10.20385/1860-2037/10.2013.5Download
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@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" }Download
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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 -Download
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<?xml version="1.0" encoding="UTF-8"?> <b:Sources SelectedStyle="" xmlns:b="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" xmlns="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" > <b:Source> <b:Tag>kraus2013</b:Tag> <b:SourceType>ArticleInAPeriodical</b:SourceType> <b:Year>2013</b:Year> <b:PeriodicalTitle>JVRB - Journal of Virtual Reality and Broadcasting</b:PeriodicalTitle> <b:Volume>10(2013)</b:Volume> <b:Issue>5</b:Issue> <b:Url>http://nbn-resolving.de/urn:nbn:de:0009-6-38199</b:Url> <b:Url>http://dx.doi.org/10.20385/1860-2037/10.2013.5</b:Url> <b:Author> <b:Author><b:NameList> <b:Person><b:Last>Kraus</b:Last><b:First>Martin</b:First></b:Person> </b:NameList></b:Author> </b:Author> <b:Title>Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur</b:Title> <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 "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.</b:Comments> </b:Source> </b:Sources>Download
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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. ERDownload
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Full Metadata
Bibliographic Citation | JVRB, 10(2013), no. 5. |
---|---|
Title |
Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur (eng) |
Author | Martin Kraus |
Language | eng |
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. |
Subject | GPU, blur, depth of field, glow, image processing, motion blur, pyramid algorithm, real-time rendering, visual effect |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-38199 |
DOI | https://doi.org/10.20385/1860-2037/10.2013.5 |