“Transparency Rendering in Cyberpunk 2077” by Sikachev, Ślega, Nowakowski and Kowalczyk

  • ©Peter Sikachev, Szymon Ślega, Kamil Nowakowski, and Karol Kowalczyk

  • ©Peter Sikachev, Szymon Ślega, Kamil Nowakowski, and Karol Kowalczyk

  • ©Peter Sikachev, Szymon Ślega, Kamil Nowakowski, and Karol Kowalczyk

  • ©Peter Sikachev, Szymon Ślega, Kamil Nowakowski, and Karol Kowalczyk

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Entry Number: 03

Title:

    Transparency Rendering in Cyberpunk 2077

Presenter(s)/Author(s):



Abstract:


    This talk discusses in-detail the transparencies pipeline of Cyberpunk 2077. We present a high-level overview of the system, and then provide details on individual components. Particularly, we discuss our take on decoupled particle lighting (DPL), our distortion approach, and a parallel slab refraction approximation. We also provide performance details on target platforms for these features.

References:


    Jean Geffroy, Yixin Wang, and Axel Gneiting. 2020. Rendering the Hellscape of Doom Eternal. In SIGGRAPH 2020 Advances in Real-Time Rendering in Games. Online.

    Tobias Persson. 2012. Practical Particle Lighting. In GDC 2012. San Francisco, CA, USA.

    Tiago Sousa. 2005. Generic Refraction Simulation. In GPU Gems 2: Programming Techniques For High-Performance Graphics And General-Purpose Computation, Matt Pharr and Randima Fernando (Eds.). Addison-Wesley.

    Tiago Sousa and Jean Geffroy. 2016. DOOM: The Devil is in the Details. In SIGGRAPH 2016 Advances in Real-Time Rendering in Games. Anaheim, CA, USA.

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