ABSTRACT
The performance challenges of real-time rendering for VR are well documented - this poses a particular challenge for rendering realistic human characters, with many of the usual techniques popularised in games not scaling well to high pixel counts and framerates. For Blood & Truth on PlayStation VR, we adapted existing techniques to fit our VR focused forward renderer, and invented novel replacements for expensive screen-space effects.
- Waylon Brinck, Andrew Maximov, and Yibing Jiang. 2016. The Technical Art of Uncharted 4. In ACM SIGGRAPH 2016 Talks(SIGGRAPH ’16). Association for Computing Machinery, New York, NY, USA, Article 60, 1 pages. https://doi.org/10.1145/2897839.2936731Google ScholarDigital Library
- Koki Nagano, Graham Fyffe, Oleg Alexander, Jernej Barbiç, Hao Li, Abhijeet Ghosh, and Paul Debevec. 2015. Skin microstructure deformation with displacement map convolution. ACM Transactions on Graphics 34, 4 (Aug. 2015). https://doi.org/10.1145/2766894Google ScholarDigital Library
- Eric Penner and George Borshukov. 2011. GPU Pro 2 (1st. ed.). A K Peters/CRC Press, New York, Chapter 2.1, 41–55. https://doi.org/10.1201/b11325Google Scholar
- Character Rendering for VR in ”Blood & Truth”
Recommendations
Real-Time Global Illumination for VR Applications
Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The ...
Real-time multiply recursive reflections and refractions using hybrid rendering
We present a new method for real-time rendering of multiple recursions of reflections and refractions. The method uses the strengths of real-time ray tracing for objects close to the camera, by storing them in a per-frame constructed bounding volume ...
A hybrid GPU rasterized and ray traced rendering pipeline for real time rendering of per pixel effects
ICEC'12: Proceedings of the 11th international conference on Entertainment ComputingRendering in 3D games typically uses rasterization approaches in order to guarantee interactive frame rates, since ray tracing, a superior method for rendering photorealistic images, has greater computational cost. With the advent of massively parallel ...
Comments