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.
- 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.Google Scholar
- Tobias Persson. 2012. Practical Particle Lighting. In GDC 2012. San Francisco, CA, USA.Google Scholar
- 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.Google Scholar
- 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.Google Scholar
- Transparency Rendering in Cyberpunk 2077
Recommendations
A phenomenological scattering model for order-independent transparency
I3D '16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesTranslucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Unfortunately, they are hard to simulate in real-time and have thus ...
Interactive Approximate Rendering of Reflections, Refractions, and Caustics
Reflections, refractions, and caustics are very important for rendering global illumination images. Although many methods can be applied to generate these effects, the rendering performance is not satisfactory for interactive applications. In this paper,...
Interactive refraction on complex static geometry using spherical harmonics
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesAccurate refraction, thanks to raytracing, has always been a popular effect in computer graphics imagery. However, its use has been severely hindered in interactive rendering due to the lack of efficient and realistic techniques geared toward polygon ...
Comments