Algorithms for rendering depth of field effects in computer graphics

Computer generated images by default render the entire scene in perfect focus. Both camera optics and the human visual system have limited depth of field, due to the finite aperture or pupil of the optical system. For more realistic computer graphics as well as to enable artistic control over what is and what is not in focus, it is desirable to add depth of field blurring. Starting with the work of Potmesil and Chakravarty[33][34], there have been numerous approaches to adding depth of field effects to computer graphics. Published work in depth of field for computer graphics has been previously surveyed by Barsky [2][3]. Later, interactive depth of field techniques were surveyed by Demers [12]. Subsequent to these surveys, however, there have been important developments. This paper surveys depth of field approaches in computer graphics, from its introduction to the current state of the art.

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