Related papers: DHR+S: Distributed Hybrid Rendering with Realistic…
Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic results as compared to ray tracing approaches. Hence, hybrid…
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence,…
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…
Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of the camera shutter and simulating its effect associated with the relative motion of scene objects. A common real-time post-process…
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…
We present a networked, high performance graphics system that combines dynamic, high quality, ray traced global illumination computed on a server with direct illumination and primary visibility computed on a client. This approach provides…
Differentiable rendering has received increasing interest for image-based inverse problems. It can benefit traditional optimization-based solutions to inverse problems, but also allows for self-supervision of learning-based approaches for…
Ray tracing has long been the holy grail of real time rendering. This technique, commonly used for photo realism, simulates the physical behavior of light, at the cost of being computationally heavy. With the introduction of Nvidia RTX…
For a foreground object in motion, details of its background which would otherwise be hidden are uncovered through its inner blur. This paper presents a novel hybrid motion blur rendering technique combining post-process image filtering and…
Despite significant advances in algorithms and hardware, global illumination continues to be a challenge in the real-time domain. Time constraints often force developers to either compromise on the quality of global illumination or…
We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and…
Rendering realistic images with global illumination is a computationally demanding task and often requires dedicated hardware for feasible runtime. Recent research uses Deep Neural Networks to predict indirect lighting on image level, but…
The metaverse is a virtual space that combines physical and digital elements, creating immersive and connected digital worlds. For autonomous mobility, it enables new possibilities with edge computing and digital twins (DTs) that offer…
Mixed Reality scene relighting, where virtual changes to lighting conditions realistically interact with physical objects, producing authentic illumination and shadows, can be used in a variety of applications. One such application in real…
Signed distance fields (SDFs) are a form of surface representation widely used in computer graphics, having applications in rendering, collision detection and modelling. In interactive media such as games, high-resolution SDFs are commonly…
Real-time global illumination is key to enabling more dynamic and physically realistic worlds in performance-critical applications such as games or any other applications with real-time constraints.Hardware-accelerated ray tracing in modern…
We propose a differentiable sphere tracing algorithm to bridge the gap between inverse graphics methods and the recently proposed deep learning based implicit signed distance function. Due to the nature of the implicit function, the…
Digital imaging aims to replicate realistic scenes, but Low Dynamic Range (LDR) cameras cannot represent the wide dynamic range of real scenes, resulting in under-/overexposed images. This paper presents a deep learning-based approach for…
High dynamic range imaging (HDRI) for real-world dynamic scenes is challenging because moving objects may lead to hybrid degradation of low dynamic range and motion blur. Existing event-based approaches only focus on a separate task, while…
Photorealistic rendering effects are common in films, but most real time graphics today still rely on scan-line based multi-pass rendering to deliver rich visual experiences. While there have been prior works in distributed path tracing for…