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S. Widmer & D. Wodniok & D. Thul & S. Guthe & M. Goesele / Dec. S. & T. Samp. of Motion and Defocus Blur for Unif. Rendering of Transp. & Opaque Obj.

Supplemental Material

The supplemental material is organized as follows:

In Section

A

we give pseudocode of the algorithms described in Section

3, and show additional plotsB.

A. Algorithms

in :dim // image dimensions

inout:disMap // disocclusion map

1 // Spread disocclusions

2 numLevels← dlog2(max(dim.x,dim.y))e

3 level←1

4 m←1

5 srcMap←disMap

6 dstMap←empty

7 whilelevel≤numLevelsdo

8 // Relevant extents and offsets for horizontal and vertical neighbors

9 hvNeighbors← {(r,(−m,0)),(l,(m,0)),(t,(0,−m)),(b,(0,m))}

10 // Relevant extents and offsets for diagonal neighbors

11 diagNeighbors←

{(rt,(−m,−m)),(lt,(m,−m)),(rb,(−m,m)),(lb,(m,m))}

12 foreachp= (x,y)∈ {0, ...,dim.x} × {0, ...,dim.y}do

13 spread←srcMap(p)

14 // Spread disocclusion from horizontal and vertical neighbors

15 foreach(e,o)∈hvNeighborsdo

16 spread.e←max(spread.e,srcMap(p+o).e−m)

17 end

18 // Spread disocclusion from diagonal neighbors

19 foreach(e,o)∈diagNeighborsdo

20 ifall(srcMap(p+o).e−(m,m)>(0,0))then

21 spread.e←max(spread.e,srcMap(p+o).e−(m,m))

22 end

23 dstMap(p)←spread

24 end

25 level←level+1

26 m←m·2

27 swap(srcMap,dstMap)

28 end

29 disMap←srcMap

Algorithm 2: Pseudocode for spreading of disocclusions caused by motion. Input is a disocclusion map which is initialized with Algorithm

1.

in :dim // image dimensions

in :dMap // first layer depth map

in :vMap // first layer velocity map

out:disMap // disocclusion map

1 (vDxMap,vDyMap)←forward_differences(vMap)

2 // Initialize the disocclusion map

3 foreach(x,y)∈ {0, ...,dim.x} × {0, ...,dim.y}do

4 currentD←dMap(x,y)

5 rightD←dMap(x+1,y)

6 topD←dMap(x,y+1)

7 vDx←vDxMap(x,y)

8 vDy←vDyMap(x,y)

9 // Compute disocclusion extents at vertical edges

10 disocclusionX.(l,r,t,b)←(0,0,0,0)

11 ifvDx.x>0then

12 ifcurrentD>rightDthen

13 disocclusionX.r←vDx.x

14 ifvDx.y>0then

15 disocclusionX.t←vDx.y

16 else

17 disocclusionX.b← −vDx.y

18 else

19 disocclusionX.l←vDx.x

20 ifvDx.y<0then

21 disocclusionX.t← −vDx.y

22 else

23 disocclusionX.b←vDx.y

24 end

25 end

26 // Compute disocclusion extents at horizontal edges

27 disocclusionY.(l,r,t,b)←(0,0,0,0)

28 ifvDy.y>0then

29 ifcurrentD>topDthen

30 disocclusionY.t←vDy.y

31 ifvDy.x>0then

32 disocclusionY.r←vDy.x

33 else

34 disocclusionY.l← −vDy.x

35 else

36 disocclusionY.b←vDy.y

37 ifvDy.x<0then

38 disocclusionY.r← −vDy.x

39 else

40 disocclusionY.l←vDy.x

41 end

42 end

43 disMap(x,y)←max(disocclusionX,disocclusionY)

44 end

Algorithm 1: Pseudocode for initialization of the disocclusion map for disocclusions caused by motion.

c 2016 The Author(s) Computer Graphics Forum c2016 The Eurographics Association and John Wiley & Sons Ltd.

Copyright EUROGRAPHICS and Blackwell Publishing, 2016. This is the authors' version of the work.

It is posted here by permission of EUROGRAPHICS and Blackwell Publishing for your personal use.

Not for redistribution. The definitive version is available at

http://diglib.eg.org/ and http://onlinelibrary.wiley.com/ .

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S. Widmer & D. Wodniok & D. Thul & S. Guthe & M. Goesele / Dec. S. & T. Samp. of Motion and Defocus Blur for Unif. Rendering of Transp. & Opaque Obj.

B. Additional graphs and figures

(a) (a)(a)(a)(a)(a)(a) (a) (a) (a) (a) (a)(a) (a)

(a)(a)(a) (b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)

(c) (c)(c)(c)(c)(c)(c) (c) (c) (c) (c) (c)(c)

(c)(c)(c)(c) (d)(d)(d)(d)(d)(d)(d)(d)(d)(d)(d)(d)(d)(d)(d)(d)(d)

Figure 15: Comparison of using a two depth layer (a) without min- imum z-separation, two depth layers with correct z-separation (b) and infinite depth (c) against Blender reference (d) for multiple dis- occlusions. While there are still some artifact remaining when us- ing the second layer, they are hardly noticeable during animation.

d t

t = 0.25 t = 0.75

d = 0 t = 0 t = 1

Figure 16: The t-fragments for t

=

0.25 (see Figure

6

in the paper) visualized according to their world-space distance from the viewing ray over time.

(a)(a)(a)(a)(a)(a)(a)(a) (a) (a) (a) (a)

(a)(a)(a)(a)(a) (b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)

Figure 17: Comparison of our approach (a) against Blender refer- ence (b) for very large motion vectors.

0.0*100 5.0*105 1.0*106 1.5*106 2.0*106 2.5*106

0 100 200 300 400 500 600

Number of t-fragments

Frame Sponza opaque Sponza transparent Chalet opaque

Chalet transparent San Miguel opaque San Miguel transparent

Figure 18: Number of opaque and transparent fragments gener- ated using the disocclusion map for early fragment culling.

c2016 The Author(s)

Computer Graphics Forum c2016 The Eurographics Association and John Wiley & Sons Ltd.

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