Efficient Depth-of-Field Rendering with Adaptive Sampling and Multiscale Reconstruction
Depth‐of‐field is one of the most crucial rendering effects for synthesizing photorealistic images. Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise‐free results using Monte Carlo integration. This paper introduces an efficient adapti...
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Veröffentlicht in: | Computer graphics forum 2011-09, Vol.30 (6), p.1667-1680 |
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description | Depth‐of‐field is one of the most crucial rendering effects for synthesizing photorealistic images. Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise‐free results using Monte Carlo integration. This paper introduces an efficient adaptive depth‐of‐field rendering algorithm that achieves noise‐free results using significantly fewer samples. Our algorithm consists of two main phases: adaptive sampling and image reconstruction. In the adaptive sampling phase, the adaptive sample density is determined by a ‘blur‐size’ map and ‘pixel‐variance’ map computed in the initialization. In the image reconstruction phase, based on the blur‐size map, we use a novel multiscale reconstruction filter to dramatically reduce the noise in the defocused areas where the sampled radiance has high variance. Because of the efficiency of this new filter, only a few samples are required. With the combination of the adaptive sampler and the multiscale filter, our algorithm renders near‐reference quality depth‐of‐field images with significantly fewer samples than previous techniques. |
doi_str_mv | 10.1111/j.1467-8659.2011.01854.x |
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Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise‐free results using Monte Carlo integration. This paper introduces an efficient adaptive depth‐of‐field rendering algorithm that achieves noise‐free results using significantly fewer samples. Our algorithm consists of two main phases: adaptive sampling and image reconstruction. In the adaptive sampling phase, the adaptive sample density is determined by a ‘blur‐size’ map and ‘pixel‐variance’ map computed in the initialization. In the image reconstruction phase, based on the blur‐size map, we use a novel multiscale reconstruction filter to dramatically reduce the noise in the defocused areas where the sampled radiance has high variance. Because of the efficiency of this new filter, only a few samples are required. 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Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise‐free results using Monte Carlo integration. This paper introduces an efficient adaptive depth‐of‐field rendering algorithm that achieves noise‐free results using significantly fewer samples. Our algorithm consists of two main phases: adaptive sampling and image reconstruction. In the adaptive sampling phase, the adaptive sample density is determined by a ‘blur‐size’ map and ‘pixel‐variance’ map computed in the initialization. In the image reconstruction phase, based on the blur‐size map, we use a novel multiscale reconstruction filter to dramatically reduce the noise in the defocused areas where the sampled radiance has high variance. Because of the efficiency of this new filter, only a few samples are required. With the combination of the adaptive sampler and the multiscale filter, our algorithm renders near‐reference quality depth‐of‐field images with significantly fewer samples than previous techniques.</description><subject>Adaptive sampling</subject><subject>Algorithms</subject><subject>Computer graphics</subject><subject>Computer science</subject><subject>Computer simulation</subject><subject>depth-of-field rendering</subject><subject>I.3.3 [Computer Graphics]: Picture/Image Generation</subject><subject>I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism</subject><subject>Monte Carlo methods</subject><subject>Monte Carlo simulation</subject><subject>multiscale reconstruction</subject><subject>Noise</subject><subject>Phases</subject><subject>Reconstruction</subject><subject>Rendering</subject><subject>Studies</subject><issn>0167-7055</issn><issn>1467-8659</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2011</creationdate><recordtype>article</recordtype><recordid>eNqNkE1v1DAQhq0KpC6F_xD11EtSO_4-cKi23QWpgFpAPVpZZ9x6m01S26Hbf4_Doh444YtHM-8zGj0IFQRXJL_zbUWYkKUSXFc1JqTCRHFW7Y_Q4nXwBi0wybXEnB-jdzFuMcZMCr5Ad1fOeeuhT8UljOmhHFy58tC1xS30LQTf3xfPPj0UF20zJv8Liu_NbuzmdtO3xZepSz7apoOct0MfU5hs8kP_Hr11TRfhw9__BP1cXf1Yfiqvv60_Ly-uS8s5YaUlRG5gYzdOUuakcrVmljoMlrdcYA5aCSmtYrXSQlHGNfBW1U4DpopaS0_Q2WHvGIanCWIyu3wPdF3TwzBFQyjTrMaMsBw9_Se6HabQ5-uM0lQoVWOaQ-oQsmGIMYAzY_C7JrwYgs0s3GzN7NXMXs0s3PwRbvYZ_XhAn30HL__NmeV6NVeZLw-8jwn2r3wTHo2QVHJz93Vt-M0t12J9YyT9DWKSlQU</recordid><startdate>201109</startdate><enddate>201109</enddate><creator>Chen, Jiating</creator><creator>Wang, Bin</creator><creator>Wang, Yuxiang</creator><creator>Overbeck, Ryan S.</creator><creator>Yong, Jun-Hai</creator><creator>Wang, Wenping</creator><general>Blackwell Publishing Ltd</general><scope>BSCLL</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>F28</scope><scope>FR3</scope></search><sort><creationdate>201109</creationdate><title>Efficient Depth-of-Field Rendering with Adaptive Sampling and Multiscale Reconstruction</title><author>Chen, Jiating ; Wang, Bin ; Wang, Yuxiang ; Overbeck, Ryan S. ; Yong, Jun-Hai ; Wang, Wenping</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c5514-c117bebcbf734f78f294c3f0ec5d5605e98677c84289683459e5d82f9e0383cc3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2011</creationdate><topic>Adaptive sampling</topic><topic>Algorithms</topic><topic>Computer graphics</topic><topic>Computer science</topic><topic>Computer simulation</topic><topic>depth-of-field rendering</topic><topic>I.3.3 [Computer Graphics]: Picture/Image Generation</topic><topic>I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism</topic><topic>Monte Carlo methods</topic><topic>Monte Carlo simulation</topic><topic>multiscale reconstruction</topic><topic>Noise</topic><topic>Phases</topic><topic>Reconstruction</topic><topic>Rendering</topic><topic>Studies</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Chen, Jiating</creatorcontrib><creatorcontrib>Wang, Bin</creatorcontrib><creatorcontrib>Wang, Yuxiang</creatorcontrib><creatorcontrib>Overbeck, Ryan S.</creatorcontrib><creatorcontrib>Yong, Jun-Hai</creatorcontrib><creatorcontrib>Wang, Wenping</creatorcontrib><collection>Istex</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>ANTE: Abstracts in New Technology & Engineering</collection><collection>Engineering Research Database</collection><jtitle>Computer graphics forum</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Chen, Jiating</au><au>Wang, Bin</au><au>Wang, Yuxiang</au><au>Overbeck, Ryan S.</au><au>Yong, Jun-Hai</au><au>Wang, Wenping</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Efficient Depth-of-Field Rendering with Adaptive Sampling and Multiscale Reconstruction</atitle><jtitle>Computer graphics forum</jtitle><date>2011-09</date><risdate>2011</risdate><volume>30</volume><issue>6</issue><spage>1667</spage><epage>1680</epage><pages>1667-1680</pages><issn>0167-7055</issn><eissn>1467-8659</eissn><abstract>Depth‐of‐field is one of the most crucial rendering effects for synthesizing photorealistic images. Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise‐free results using Monte Carlo integration. This paper introduces an efficient adaptive depth‐of‐field rendering algorithm that achieves noise‐free results using significantly fewer samples. Our algorithm consists of two main phases: adaptive sampling and image reconstruction. In the adaptive sampling phase, the adaptive sample density is determined by a ‘blur‐size’ map and ‘pixel‐variance’ map computed in the initialization. In the image reconstruction phase, based on the blur‐size map, we use a novel multiscale reconstruction filter to dramatically reduce the noise in the defocused areas where the sampled radiance has high variance. Because of the efficiency of this new filter, only a few samples are required. With the combination of the adaptive sampler and the multiscale filter, our algorithm renders near‐reference quality depth‐of‐field images with significantly fewer samples than previous techniques.</abstract><cop>Oxford, UK</cop><pub>Blackwell Publishing Ltd</pub><doi>10.1111/j.1467-8659.2011.01854.x</doi><tpages>14</tpages></addata></record> |
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subjects | Adaptive sampling Algorithms Computer graphics Computer science Computer simulation depth-of-field rendering I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Monte Carlo methods Monte Carlo simulation multiscale reconstruction Noise Phases Reconstruction Rendering Studies |
title | Efficient Depth-of-Field Rendering with Adaptive Sampling and Multiscale Reconstruction |
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