SearcharxivSearch

arXiv subjects

Nathan Biette

Publications and source records attributed to Nathan Biette.

2 recordsLinked to original sources

A Hybrid System for Real-time Rendering of Depth of Field Effect in Games

Real-time depth of field in game cinematics tends to approximate the semi-transparent silhouettes of out-of-focus objects through post-processing techniques. We leverage ray tracing hardware acceleration and spatio-temporal reconstruction to improve the realism of such semi-transparent regions through hybrid rendering, while maintaining interactive frame rates for immersive gaming. This paper extends our previous work with a complete presentation of our technique and details on its design, implementation, and future work.

cs.GR

Hybrid DoF: Ray-Traced and Post-Processed Hybrid Depth of Field Effect for Real-Time Rendering

Depth of Field (DoF) in games is usually achieved as a post-process effect by blurring pixels in the sharp rasterized image based on the defined focus plane. This paper describes a novel real-time DoF technique that uses ray tracing with image filtering to achieve more accurate partial occlusion semi-transparencies on edges of blurry foreground geometry. This hybrid rendering technique leverages ray tracing hardware acceleration as well as spatio-temporal reconstruction techniques to achieve interactive frame rates.

cs.GR