Paper on real-time depth of field effects
In 2010/2011 I wrote a small paper (for a lab at my university) on the subject of computer graphics. It covers the topic of using real-time depth of field effects to simulate the so called tilt-shift effect in virtual environments. The underlying project is written in C++ using the open source 3D graphics engine Ogre and the high-level shading language Cg. The paper itself is written in German.