@INPROCEEDINGS{Krivanek:2003:FDR, author={K{\v{r}}iv\'anek, Jaroslav and {\v{Z}}\'ara, Ji{\v{r}}\'i and Bouatouch, Kadi}, booktitle={Computer Graphics International, CGI 2003. Proceedings}, title={Fast depth of field rendering with surface splatting}, year={2003}, month={july}, volume={}, number={}, pages={196 - 201}, abstract={ We present a new fast algorithm for rendering the depth-of-field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surfaces. The algorithm is new in that it exploits the level-of-detail to select the surface detail according to the amount of depth-blur applied. This makes the speed of the algorithm practically independent of the amount of depth-blur. The proposed algorithm is an extension of the elliptical weighted average (EWA) surface splatting. We present a mathematical analysis that extends the screen space EWA surface splatting to handle depth-of-field rendering with level-of-detail, and we demonstrate the algorithm on example renderings.}, keywords={ DOF effect; EWA surface splatting; LOD effect; depth-blur amount; depth-of-field rendering; elliptical weighted average surface splatting; intensity leakage; lens effect; level-of-detail effect; mathematical analysis; partial occlusion handling; point-based surface rendering; screen space extension; surface splatting; transparent surface; Gaussian distribution; computational geometry; hidden feature removal; image texture; mathematical analysis; rendering (computer graphics); solid modelling; surface fitting;}, doi={10.1109/CGI.2003.1214466}, ISSN={1530-1052}, }