Hybrid DoF: Ray-Traced and Post-Processed Hybrid Depth of Field Effect for Real-Time Rendering
Yu Wei Tan, Nicholas Chua, Nathan Biette, Anand Bhojan

TL;DR
This paper introduces a real-time hybrid Depth of Field method combining ray tracing and post-processing to improve edge accuracy and semi-transparency effects in game rendering, leveraging hardware acceleration for interactivity.
Contribution
It presents a novel hybrid DoF technique that integrates ray tracing with image filtering for enhanced visual quality in real-time rendering.
Findings
Achieves more accurate partial occlusion semi-transparencies.
Maintains interactive frame rates using hardware acceleration.
Improves edge quality in Depth of Field effects.
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.
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