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Science of photography / Virtual reality / Graphics hardware / Depth of field / Ray tracing / GPGPU / Alternating direction implicit method / Rendering / Circle of confusion / Optics / Geometrical optics / 3D computer graphics


Interactive Depth of Field Using Simulated Diffusion on a GPU Michael Kass, Pixar Animation Studios Aaron Lefohn, U.C. Davis John Owens, U.C. Davis Figure 1: Top: Pinhole camera image from an upcoming feature film. Bott
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Document Date: 2012-07-23 02:34:43


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Company

Cambridge University Press / GPU / /

Country

Jordan / /

Facility

Carnegie Mellon University / /

IndustryTerm

tridiagonal systems / heat diffusion algorithm / image energy / direct solution / real-time entertainment applications / target hardware / non-real-time post-processing packages / partial solution / graphics hardware / programmable graphics hardware / real-time applications / real-time algorithms / post-processing method / post-processing / real-time performance / cyclic reduction algorithm / depth-of-field algorithm / realtime applications / film preview applications / numerical algorithms / n solutions / tridiagonal linear systems / partial solutions / real-time rates / signal-processing point of view / post-processing approach / dense linear systems / linear systems / signal-processing / basic algorithm / energy / signal processing world / /

OperatingSystem

Windows XP / /

Organization

School of Computer Science / Cambridge University / US Federal Reserve / Carnegie Mellon University / /

Person

Addison Wesley / Michael Kass / Aaron Lefohn / C. Davis John Owens / Euler / H AEBERLI / Kirby II / /

Position

FARMER / director of photography / phenomenological model for bokeh rendering / lens and aperture camera model for synthetic image generation / above forward / forward / /

Product

Section 3 / /

ProgrammingLanguage

L / C++ / /

PublishedMedium

Journal of the ACM / ACM Transactions on Graphics / Computer Graphics / /

Technology

alpha / postprocessing algorithm / heat diffusion algorithm / DOF algorithm / published algorithms / 4.2 Algorithm / fluid dynamics / real-time algorithms / 3-layer DOF algorithm / depth-of-field algorithm / simulation / Animation / cyclic reduction algorithm / published algorithm / basic algorithm / /

URL

http /

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