We present user-controllable & plausible defocus blur for a stochastic rasterizer.
vcsource_type_techarticle
Design and Novel Uses of Higher-Dimensional Rasterization
Adaptive Image Space Shading for Motion and Defocus Blur
Programming with the Intel® SDK for OpenCL* Applications Development Tools
Hyperplane Culling for Stochastic Rasterization
Collecting OpenCL*-related Metrics with Intel® Graphics Performance Analyzers
Intel® SDK for OpenCL* Applications 2012 is a comprehensive software development environment for OpenCL applications on 3rd generation Intel® Core™ processor based platforms. This article provides an overview of the OpenCL-related metrics.
Fluid Simulation for Video Games (part 13)
This is a series on fluid simulation for games. This article describes how to augment the fluid particle system described earlier, interact with rigid bodies with any polyhedral shape, and generate a lift-like force on those bodies.
Fluid Simulation for Video Games (part 12)
This is a series on fluid simulation for games. Throughout this article series, Dr. Gourlay has explained the many liberties taken with simulation algorithms for the sake of speed. This article explores one ugly result of those liberties: jerky motion.
Fluid Simulation for Video Games (part 11)
This is a series on fluid simulation for games. This article explains how to model flames and smoke as a single continuous process.
Fluid Simulation for Video Games (part 10)
This is a series on fluid simulation for games. This article describes how density varies with temperature, how heat transfers throughout a fluid, and how heat transfers between bodies and fluid.

