Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects
We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the scene geometry that are potentially visible at any point in time for the duration...
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| Published in: | Computer graphics forum Vol. 35; no. 7; pp. 441 - 450 |
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| Main Authors: | , , , , |
| Format: | Journal Article |
| Language: | English |
| Published: |
Oxford
Blackwell Publishing Ltd
01.10.2016
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| ISSN: | 0167-7055, 1467-8659 |
| Online Access: | Get full text |
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| Abstract | We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the scene geometry that are potentially visible at any point in time for the duration of a frame in an initial rasterization step. We store the resulting temporally‐varying fragments (t‐fragments) in a bounding volume hierarchy which is rebuild every frame using a fast spatial median construction algorithm. This makes our approach suitable for interactive applications with dynamic scenes and animations. Next, we perform spatial sampling to determine all t‐fragments that intersect with a specific viewing ray at any point in time. Viewing rays are sampled according to the lens uv‐sampling for depth‐of‐field effects. In a final temporal sampling step, we evaluate the predetermined viewing ray/t‐fragment intersections for one or multiple points in time. This allows us to incorporate all standard shading effects including transparency. We describe the overall framework, present our GPU implementation, and evaluate our rendering approach with respect to scalability, quality, and performance. |
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| AbstractList | We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the scene geometry that are potentially visible at any point in time for the duration of a frame in an initial rasterization step. We store the resulting temporally-varying fragments (t-fragments) in a bounding volume hierarchy which is rebuild every frame using a fast spatial median construction algorithm. This makes our approach suitable for interactive applications with dynamic scenes and animations. Next, we perform spatial sampling to determine all t-fragments that intersect with a specific viewing ray at any point in time. Viewing rays are sampled according to the lens uv-sampling for depth-of-field effects. In a final temporal sampling step, we evaluate the predetermined viewing ray/t-fragment intersections for one or multiple points in time. This allows us to incorporate all standard shading effects including transparency. We describe the overall framework, present our GPU implementation, and evaluate our rendering approach with respect to scalability, quality, and performance. |
| Author | Guthe, S. Thul, D. Wodniok, D. Goesele, M. Widmer, S. |
| Author_xml | – sequence: 1 givenname: S. surname: Widmer fullname: Widmer, S. organization: Graduate School of Computational Engineering, TU Darmstadt, Germany – sequence: 2 givenname: D. surname: Wodniok fullname: Wodniok, D. organization: Graduate School of Computational Engineering, TU Darmstadt, Germany – sequence: 3 givenname: D. surname: Thul fullname: Thul, D. organization: TU Darmstadt, Germany – sequence: 4 givenname: S. surname: Guthe fullname: Guthe, S. organization: TU Darmstadt, Germany – sequence: 5 givenname: M. surname: Goesele fullname: Goesele, M. organization: Graduate School of Computational Engineering, TU Darmstadt, Germany |
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| Copyright | 2016 The Author(s) Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2016 The Eurographics Association and John Wiley & Sons Ltd. |
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| References_xml | – reference: Wu Y.-J., Way D.-L., Tsai Y.-T., Shih Z.-C: Clip space sample culling for motion blur and defocus blur. Journal of Information Science and Engineering 31, 3 (2015). 3 – reference: Clarberg P., Munkberg J.: Deep shading buffers on commodity GPUs. ACM Trans. Graph. 33, 6 (Nov. 2014). 3 – reference: Hasselgren J., Munkberg J., Vaidyanathan K.: Practical layered reconstruction for defocus and motion blur. Journal of Computer Graphics Techniques 4, 2 (June 2015). 2 – reference: Munkberg J., Vaidyanathan K., Hasselgren J., Clarberg P., Akenine-Möller T.: Layered reconstruction for defocus and motion blur. CGF 33, 4 (July 2014). 2 – year: 2011 – year: 2009 – year: 1984 – volume: 33 issue: 4 year: 2014 article-title: Layered reconstruction for defocus and motion blur publication-title: CGF – year: 2007 – year: 1988 – year: 1997 – volume: 31 issue: 3 year: 2015 article-title: Clip space sample culling for motion blur and defocus blur publication-title: Journal of Information Science and Engineering – volume: 4 issue: 2 year: 2015 article-title: Practical layered reconstruction for defocus and motion blur publication-title: Journal of Computer Graphics Techniques – volume: 33 issue: 6 year: 2014 article-title: Deep shading buffers on commodity GPUs publication-title: ACM Trans. Graph. – year: 2014 – year: 1994 – year: 2015 – year: 2010 – year: 2013 – year: 2012 – year: 1999 – ident: e_1_2_8_27_2 – ident: e_1_2_8_10_2 doi: 10.1145/1964921.1964949 – volume: 4 issue: 2 year: 2015 ident: e_1_2_8_15_2 article-title: Practical layered reconstruction for defocus and motion blur publication-title: Journal of Computer Graphics Techniques – ident: e_1_2_8_29_2 doi: 10.1080/10867651.1997.10487479 – ident: e_1_2_8_32_2 – ident: e_1_2_8_5_2 doi: 10.1145/2487228.2487239 – ident: e_1_2_8_33_2 doi: 10.1109/RT.2007.4342588 – volume: 31 issue: 3 year: 2015 ident: e_1_2_8_35_2 article-title: Clip space sample culling for motion blur and defocus blur publication-title: Journal of Information Science and Engineering – ident: e_1_2_8_16_2 doi: 10.1145/1833349.1778801 – ident: e_1_2_8_19_2 doi: 10.1145/1964921.1964950 – volume: 33 issue: 4 year: 2014 ident: e_1_2_8_24_2 article-title: Layered reconstruction for defocus and motion blur publication-title: CGF – ident: e_1_2_8_20_2 doi: 10.1145/1964921.1965001 – ident: e_1_2_8_8_2 doi: 10.1145/1572769.1572780 – ident: e_1_2_8_12_2 – ident: e_1_2_8_21_2 doi: 10.1145/1661412.1618480 – ident: e_1_2_8_34_2 doi: 10.1145/2790060.2790069 – ident: e_1_2_8_23_2 – ident: e_1_2_8_9_2 doi: 10.1080/2165347X.2012.689606 – ident: e_1_2_8_18_2 – ident: e_1_2_8_26_2 – ident: e_1_2_8_30_2 doi: 10.1145/1572769.1572771 – ident: e_1_2_8_36_2 doi: 10.1111/j.1467-8659.2010.01797.x – ident: e_1_2_8_6_2 doi: 10.1145/2661229.2661245 – ident: e_1_2_8_3_2 – ident: e_1_2_8_25_2 – ident: e_1_2_8_22_2 – ident: e_1_2_8_7_2 doi: 10.1145/964965.808590 – ident: e_1_2_8_11_2 doi: 10.1109/38.504 – ident: e_1_2_8_13_2 doi: 10.1145/2018323.2018334 – ident: e_1_2_8_31_2 doi: 10.1145/2699276.2699288 – ident: e_1_2_8_14_2 doi: 10.1080/10867651.1999.10487513 – ident: e_1_2_8_28_2 doi: 10.1145/1966394.1966396 – ident: e_1_2_8_4_2 – ident: e_1_2_8_2_2 doi: 10.1145/1572769.1572792 – ident: e_1_2_8_17_2 doi: 10.1007/978-3-642-57963-9_13 |
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| Title | Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects |
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