“Hybrid DoF: Ray-Traced and Post-Processed Hybrid Depth of Field Effect for Real-Time Rendering” by Wei, Chua, Biette and Bhojan

  • ©Yu Wei Tan, Nicholas Chua, Nathan Biette, and Anand Bhojan

  • ©Yu Wei Tan, Nicholas Chua, Nathan Biette, and Anand Bhojan

Conference:


Entry Number: 54

Title:

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

Presenter(s):



Abstract:


    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.

Keyword(s):



Acknowledgements:


    This work is supported by the Singapore Ministry of Education Academic Research grant T1 251RES1812, “Dynamic Hybrid Real-time Rendering with Hardware Accelerated Ray-tracing and Rasterization for Interactive Applications”.


PDF:



ACM Digital Library Publication:



Overview Page:


Type: