Game Development Reference
In-Depth Information
Pinhole
Our method
Accum. buffer
Figure 2.7. A pinhole rendering and DoF effects produced with our algorithm and the
accumulation-buffer method (256 views). The first row shows the scene Homunculus
(74,000 faces), and the second shows Dragons (6,000,000 faces). Renderings have the
resolution 1 , 024 × 1 , 024, and 17 and 22 depth layers, respectively, have been used for our
algorithm. The lens settings are f =0 . 1, N =1 . 4, and it is focused at the stone wall in
the back ( z focus
=18 . 5) for Homunculus and at the foremost blue dragon ( z focus
=3)
for Dragons .
2.6.1
Normalization
Due to the usage of matting functions ω and ω , resulting in expanded depth
layers, and the usage of depth peeling, discretization artifacts as discussed in
[Barsky et al. 03] are mostly avoided. However, in some circumstances (e.g.,
almost perpendicular planes), such artifacts may still appear, but they can be
further minimized by normalizing the result (divide color by alpha). Note that
for matting and blurring, premultiplied colors (color multiplied by alpha) are
used.
2.7
Results
We show some results of the method, rendered on an Intel Core i7 920 CPU
with a Geforce GTX 480 graphics card and implemented in GLSL. To avoid
depth imprecisions when storing and sorting the fragments in the A-buffer, we
 
 
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