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Depth-of-field rendering with multiview synthesis

机译:具有多视图合成的景深渲染

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We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dependent shading due to the use of a single view image. Our method also avoids the multiple rendering of a scene, but can approximate different views by relying on a layered image-based scene representation. We present several performance and quality improvements, such as early culling, approximate cone tracing, and jittered sampling. Our method achieves artifact-free results for complex scenes and reasonable depth-of-field blur in real time.
机译:我们介绍了一种基于GPU的实时渲染方法,模拟了高质量的现场效果,质量与多视图累积方法相似。由于使用单个视图图像,大多数实时方法都具有难以获得良好的可视性和视图依赖性阴影的近似。我们的方法还避免了场景的多重渲染,而是可以通过依赖于基于图像的场景表示来近似不同的视图。我们提出了几种性能和质量改进,例如早期剔除,近似锥形跟踪和抖动采样。我们的方法可以实时实现复杂的场景和合理的场景模糊的无伪影。

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