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Kosmos
Astronomia Astrofizyka
Inne

Kultura
Sztuka dawna i współczesna, muzea i kolekcje

Metoda
Metodologia nauk, Matematyka, Filozofia, Miary i wagi, Pomiary

Materia
Substancje, reakcje, energia
Fizyka, chemia i inżynieria materiałowa

Człowiek
Antropologia kulturowa Socjologia Psychologia Zdrowie i medycyna

Wizje
Przewidywania Kosmologia Religie Ideologia Polityka

Ziemia
Geologia, geofizyka, geochemia, środowisko przyrodnicze

Życie
Biologia, biologia molekularna i genetyka

Cyberprzestrzeń
Technologia cyberprzestrzeni, cyberkultura, media i komunikacja

Działalność
Wiadomości | Gospodarka, biznes, zarządzanie, ekonomia

Technologie
Budownictwo, energetyka, transport, wytwarzanie, technologie informacyjne

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.: 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.