Original Post
Hi community,
I wonder if anyone of you read the 2009-2010 papers from Kosloff and Barsky on rectangle spreading. I'm having problems with some small details in "Depth of Field Postprocessing For Layered Scenes Using Constant-Time Rectangle Spreading" paper (http://www.cs.berkel...lur/kosloff.pdf). Concretely, Fig 3 bottom, which represents the normalisation table and then (therefore) with variable per-pixel blur radii (e.g. coming from CoC), and then in general with arbitrary PSFs (but that's another story).
I need to understand, why is the normalisation image a pixel wider (in each direction) than the original input image, how will this change if a smaller or larger kernel is used and ultimately what will happen with these extra pixels, which are in fact out of the input image, when variable blur will be used (Fig 3 has a constant PSF 3x3 "kernel").
I'm unable to find any implementation of any spreading (scattering) blur algorithm, including their DX10 implementation, which they mention (DX, GL, C++, Matlab, ... anything would be helpful).
Anyone feeling like reading the paper and helping me out by discussing it here?
I wonder if anyone of you read the 2009-2010 papers from Kosloff and Barsky on rectangle spreading. I'm having problems with some small details in "Depth of Field Postprocessing For Layered Scenes Using Constant-Time Rectangle Spreading" paper (http://www.cs.berkel...lur/kosloff.pdf). Concretely, Fig 3 bottom, which represents the normalisation table and then (therefore) with variable per-pixel blur radii (e.g. coming from CoC), and then in general with arbitrary PSFs (but that's another story).
I need to understand, why is the normalisation image a pixel wider (in each direction) than the original input image, how will this change if a smaller or larger kernel is used and ultimately what will happen with these extra pixels, which are in fact out of the input image, when variable blur will be used (Fig 3 has a constant PSF 3x3 "kernel").
I'm unable to find any implementation of any spreading (scattering) blur algorithm, including their DX10 implementation, which they mention (DX, GL, C++, Matlab, ... anything would be helpful).
Anyone feeling like reading the paper and helping me out by discussing it here?


