“Character Rendering for VR in “Blood & Truth”” by Answer

  • ©James Answer

  • ©James Answer

Conference:


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Entry Number: 49

Title:

    Character Rendering for VR in "Blood & Truth"

Presenter(s)/Author(s):



Abstract:


    The performance challenges of real-time rendering for VR are well documented – this poses a particular challenge for rendering realistic human characters, with many of the usual techniques popularized in games not scaling well to high pixel counts and framerates.  For Blood & Truth on PlayStation VR, we adapted existing techniques to fit our VR focused forward renderer, and invented novel replacements for expensive screen-space effects.

References:


    Waylon Brinck, Andrew Maximov, and Yibing Jiang. 2016. The Technical Art of Uncharted 4. In ACM SIGGRAPH 2016 Talks (SIGGRAPH ’16). Association for Computing Machinery, New York, NY, USA, Article 60, 1 pages. https://doi.org/10.1145/2897839.2936731

    Koki Nagano, Graham Fyffe, Oleg Alexander, Jernej Barbiç, Hao Li, Abhijeet Ghosh, and Paul Debevec. 2015. Skin microstructure deformation with displacement map convolution. ACM Transactions on Graphics 34, 4 (Aug. 2015). https://doi.org/10.1145/2766894

    Eric Penner and George Borshukov. 2011. GPU Pro 2 (1st. ed.). A K Peters/CRC Press, New York, Chapter 2.1, 41–55. https://doi.org/10.1201/b11325

Keyword(s):



Acknowledgements:


    The Sony Interactive Entertainment London Studio technology and character teams for the engine and art, and 3Lateral for the facial capture.


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