Fast depth of field simulation
First Claim
1. A computer-implemented method for rendering a three-dimensional scene with a simulated depth of field blur, wherein the scene comprises a plurality of polygons, wherein each polygon comprises a respective plurality of vertices, wherein each of the vertices has a respective depth, the method comprising:
- performing, by a computer system;
determining a respective blur radius for each vertex of each polygon as a function of the depth of the vertex;
determining a respective blur radius for each pixel in each polygon based on the blur radii for the vertices of the polygon; and
rendering each pixel in each polygon using the respective blur radius determined for the pixel.
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Accused Products
Abstract
A method, system, and computer-readable storage medium are disclosed for rendering a scene with a simulated depth of field blur. In one embodiment, the scene comprises a plurality of polygons, each polygon comprises a respective plurality of vertices, and each of the vertices has a respective depth. A respective blur radius may be determined for each vertex of each polygon as a function of the depth of the vertex. A respective blur radius may be determined for each pixel in each polygon based on the blur radii for the vertices of the polygon. Each pixel in each polygon may be rendered using the respective blur radius determined for the pixel.
58 Citations
19 Claims
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1. A computer-implemented method for rendering a three-dimensional scene with a simulated depth of field blur, wherein the scene comprises a plurality of polygons, wherein each polygon comprises a respective plurality of vertices, wherein each of the vertices has a respective depth, the method comprising:
performing, by a computer system; determining a respective blur radius for each vertex of each polygon as a function of the depth of the vertex; determining a respective blur radius for each pixel in each polygon based on the blur radii for the vertices of the polygon; and rendering each pixel in each polygon using the respective blur radius determined for the pixel. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A computer-readable storage medium, comprising program instructions for rendering a three-dimensional scene with a simulated depth of field blur, wherein the scene comprises a plurality of polygons, wherein each polygon comprises a respective plurality of vertices, wherein each of the vertices has a respective depth, wherein the program instructions are computer-executable to implement:
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determining a respective blur radius for each vertex of each polygon as a function of the depth of the vertex; determining a respective blur radius for each pixel in each polygon; and rendering each pixel in each polygon using a respective blur radius determined for the pixel based on the blur radii for the vertices of the polygon. - View Dependent Claims (9, 10, 11, 12, 13)
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14. A system for rendering a three-dimensional scene with a simulated depth of field blur, the system comprising:
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a graphics processing unit (GPU); and a memory coupled to the GPU, wherein the memory stores a plurality of polygons, wherein each polygon comprises a respective plurality of vertices, wherein each of the vertices has a respective depth; and wherein the GPU is executable to; determine a respective blur radius for each vertex of each polygon as a function of the depth of the vertex; determine a respective blur radius for each pixel in each polygon based on the blur radii for the vertices of the polygon; and render each pixel in each polygon using the respective blur radius determined for the pixel. - View Dependent Claims (15, 16, 17, 18, 19)
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Specification