相关论文: A Hybrid System for Real-time Rendering of Depth o…
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…
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…
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…
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…
Distributed hybrid rendering (DHR) is a real-time rendering approach that incorporates cloud-based ray tracing with locally rasterized graphics for interactive thin client metaverse and game applications. With cloud assistance, DHR can…
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…
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…
Volumetric video relighting is essential for bringing captured performances into virtual worlds, but current approaches struggle to deliver temporally stable, production-ready results. Diffusion-based intrinsic decomposition methods show…
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…
Radiance fields have revolutionized photo-realistic 3D scene visualization by enabling high-fidelity reconstruction of complex environments, making them an ideal match for light field displays. However, integrating these technologies…
Radiance field methods represent the state of the art in reconstructing complex scenes from multi-view photos. However, these reconstructions often suffer from one or both of the following limitations: First, they typically represent scenes…
Video game engines have been an important source for generating large volumes of visual synthetic datasets for training and evaluating computer vision algorithms that are to be deployed in the real world. While the visual fidelity of modern…
In recent years, consumer-level depth cameras have been adopted for various applications. However, they often produce depth maps at only a moderately high frame rate (approximately 30 frames per second), preventing them from being used for…
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,…
Recovering the shape and appearance of real-world objects from natural 2D images is a long-standing and challenging inverse rendering problem. In this paper, we introduce a novel hybrid differentiable rendering method to efficiently…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…
Estimating the relative depth of a scene is a significant step towards understanding the general structure of the depicted scenery, the relations of entities in the scene and their interactions. When faced with the task of estimating depth…
This paper proposes a hybrid radiance field representation for unbounded immersive light field reconstruction which supports high-quality rendering and aggressive view extrapolation. The key idea is to first formally separate the foreground…
A recent trend in real-time rendering is the utilization of the new hardware ray tracing capabilities. Often, usage of a distance field representation is proposed as an alternative when hardware ray tracing is deemed too costly, and the two…
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…