1 / 19

Real-Time Lens Blur Effects and Focus Control

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

adraves
Download Presentation

Real-Time Lens Blur Effects and Focus Control

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Real-Time Lens Blur Effects and Focus Control Sungkil Lee, Elmar Eisemann, and Hans-Peter Seidel Sunyeong Kim Nov. 23nd. 2010

  2. 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

  3. Overview • Rendering Algorithm • Optical Aberration • Controlling Focus and Lens Effects

  4. 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)

  5. 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

  6. 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

  7. Lens Ray Tracing • Two challenges • Bounding footprint for all lens ray in a depth interval • Computing the min/max values in a footprint region.

  8. 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

  9. 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.

  10. Multi-Layer Packing • Packing four depth values into a single RGBA texture • Share one N-Buffer • Simultaneously testing all four depth values

  11. Optical Aberration • Spherical Aberration • Curvature of Field(COF) • Chromatic Aberration • An empirical equation by Sellmeier

  12. 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.

  13. Result

  14. Result

  15. Result

  16. Result • Result Video

  17. 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

  18. Conclusion • This is a real-time lens-blur rendering system • Managing many lens aberration effects • Simply controlling DOF blur

  19. THANK YOU Question or Comment?

More Related