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Real-time Depth Field effect Simulator
This prototype implements a depth of field model in order to help the human visual system to properly decode the elements of a 3D scene. To ensure a depth of field simulation with execution time suitable to the demanding interactivity, several optimizations were considered, such as taking advantage of the potentialities of modern graphics hardware. GPU processing parallelism was exploited using the GLSL shading language, allowing global performance enhancement when a common high number of pixels is manipulated. Developed by Hugo Ventura in his MSc thesis.
Authors: Manuel Prospero dos Santos