Papers by John Owens


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Interactive Depth of Field

Michael Kass, Aaron Lefohn, John Owens
January 2006

Accurate computation of depth-of-field effects in computer graphics rendering is generally very time consuming, creating a problematic workflow for film authoring. The computation is particularly challenging because it depends on large-scale spatially-varying filtering that must accurately respect complex boundaries. Here we introduce an approximate depth-of-field computation that is good enough for film preview, yet ... [more]

Additional materials: [movie.avi]

Available as Pixar Technical Memo #06-01


Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling

Andrew Riffel, Aaron Lefohn, Kiril Vidimce, Mark Leone, John Owens
August 2004

Real-time graphics hardware continues to offer improved resources for programmable vertex and fragment shaders. However, shader programmers continue to write shaders that require more resources than are available in the hardware. One way to virtualize the resources necessary to run complex shaders is to partition the ... [more]

Available in the Proceedings of Graphics Hardware 2004