A Hybrid System for Real-time Rendering of Depth of Field Effect in Games
Yu Wei Tan, Nicholas Chua, Nathan Biette, Anand Bhojan

TL;DR
This paper presents a hybrid rendering system that combines ray tracing hardware acceleration and spatio-temporal reconstruction to achieve realistic real-time depth of field effects in games, enhancing visual quality without sacrificing performance.
Contribution
It introduces a novel hybrid rendering approach that improves the realism of depth of field effects in real-time gaming through advanced hardware and reconstruction techniques.
Findings
Enhanced realism of semi-transparent out-of-focus objects
Maintained interactive frame rates during rendering
Improved visual quality over traditional post-processing methods
Abstract
Real-time depth of field in game cinematics tends to approximate the semi-transparent silhouettes of out-of-focus objects through post-processing techniques. We leverage ray tracing hardware acceleration and spatio-temporal reconstruction to improve the realism of such semi-transparent regions through hybrid rendering, while maintaining interactive frame rates for immersive gaming. This paper extends our previous work with a complete presentation of our technique and details on its design, implementation, and future work.
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