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Fast Depth of Field Rendering with Surface Splatting

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Im currently working on getting Depth of Field to work. I found a great paper from ATI and implemented this. But I soon found that a problem occures when using transparent objects. For instance, you have a window and behind it is a box. When focussed on the box the window should be blurred and when focussed on the window the box should be blurred through the window. After a while I found this paper. But I could not make a lot of sence of it. Did anyone implement DOF as presented in this paper and who would like to share the details with me? Or does someone know an other solution for this problem? GBS

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