From: jimh@surreal.asd.sgi.com (Jim Helman)
Subject: Re: TECH: Depth of field in rendering
Date: Wed, 9 Jun 1993 01:28:59 GMT
Organization: Home for Degenerate Physicists



The only method I know that is close to real-time uses multi-pass
rendering into an accumulation buffer, which can also be used for
antialiasing and motion blur.  In all cases, the idea is to render the
same scene multiple times while varying the projection/viewing
transformations.  I don't know what non-SGI machines have accumulation
buffer hardware, but VGX, VGXT and Reality Engine support it.

   @ARTICLE{Haeb90a,
	   AUTHOR = "Paul Haeberli and Kurt Akeley",
	   TITLE = "The Accumulation Buffer: Hardware Support for 
		   High-Quality Rendering",
	   JOURNAL = "Computer Graphics (Proceedings SIGGRAPH '90)",
	   VOLUME = 24,
	   NUMBER = 4,
	   MONTH = Aug,
	   YEAR = 1990,
	   PAGES = "309-318" }

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151
