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pro vyhledávání: '"Biette, Nathan"'
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
Externí odkaz:
http://arxiv.org/abs/2210.06158
Publikováno v:
ACM SIGGRAPH 2020 Posters
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 filter
Externí odkaz:
http://arxiv.org/abs/2210.04981