Simulating depth of field using per-pixel linked list buffer

<p>In this thesis, I present a method for simulating three characteristics of depth of field image: partial occlusion, bokeh and blur. Retrieving color from occluded surfaces is achieved by constructing a per-pixel linked list buffer, which only requires two render passes. Additionally, per-pi...

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Main Author: Liu, Yang
Language:EN
Published: Purdue University 2015
Subjects:
Online Access:http://pqdtopen.proquest.com/#viewpdf?dispub=1598036
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spelling ndltd-PROQUEST-oai-pqdtoai.proquest.com-15980362015-10-15T03:57:55Z Simulating depth of field using per-pixel linked list buffer Liu, Yang Computer science <p>In this thesis, I present a method for simulating three characteristics of depth of field image: partial occlusion, bokeh and blur. Retrieving color from occluded surfaces is achieved by constructing a per-pixel linked list buffer, which only requires two render passes. Additionally, per-pixel linked list buffer eliminates the memory overhead of empty pixels in depth layers. Bokeh and blur effect are accomplished by image-space point splatting (Lee 2008). I demonstrate how point splatting can be used to account for the effect of aperture shape and intensity distribution on bokeh. Spherical aberration and chromatic aberration can be approximated using a custom pre-built sprite. Together as a package, this method is capable matching the realism of multi-perspective methods and layered methods. </p> Purdue University 2015-10-09 00:00:00.0 thesis http://pqdtopen.proquest.com/#viewpdf?dispub=1598036 EN
collection NDLTD
language EN
sources NDLTD
topic Computer science
spellingShingle Computer science
Liu, Yang
Simulating depth of field using per-pixel linked list buffer
description <p>In this thesis, I present a method for simulating three characteristics of depth of field image: partial occlusion, bokeh and blur. Retrieving color from occluded surfaces is achieved by constructing a per-pixel linked list buffer, which only requires two render passes. Additionally, per-pixel linked list buffer eliminates the memory overhead of empty pixels in depth layers. Bokeh and blur effect are accomplished by image-space point splatting (Lee 2008). I demonstrate how point splatting can be used to account for the effect of aperture shape and intensity distribution on bokeh. Spherical aberration and chromatic aberration can be approximated using a custom pre-built sprite. Together as a package, this method is capable matching the realism of multi-perspective methods and layered methods. </p>
author Liu, Yang
author_facet Liu, Yang
author_sort Liu, Yang
title Simulating depth of field using per-pixel linked list buffer
title_short Simulating depth of field using per-pixel linked list buffer
title_full Simulating depth of field using per-pixel linked list buffer
title_fullStr Simulating depth of field using per-pixel linked list buffer
title_full_unstemmed Simulating depth of field using per-pixel linked list buffer
title_sort simulating depth of field using per-pixel linked list buffer
publisher Purdue University
publishDate 2015
url http://pqdtopen.proquest.com/#viewpdf?dispub=1598036
work_keys_str_mv AT liuyang simulatingdepthoffieldusingperpixellinkedlistbuffer
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