Post-processing techniques are used to change a rendered image as a last step before presentation and include, but is not limited to, operations such as change of saturation or contrast, and also more advanced effects like depth-of-field and tone mapping. Depth-of-field effects are created by changing the focus in an image; the parts close to the focus point are perfectly sharp while the rest of the image has a variable amount of blurriness. The effect is widely used in photography and movies as a depth cue but has in the latest years also been introduced into computer games.
Today’s graphics hardware gives new possibilities when it comes to computation capacity. Shaders and GPGPU languages can be used to do massive parallel operations on graphics hardware and are well suited for game developers.
This thesis presents the theoretical background of some of the recent and most valuable depth-of-field algorithms and describes the implementation of various solutions in the shader domain but also using GPGPU techniques. The main objective is to analyze various depth-of-field approaches and look at their visual quality and how the methods scale performance wise when using different techniques.