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Transparency Rendering in Cyberpunk 2077

Published: 06 August 2021 Publication History

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.

References

[1]
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.
[2]
Tobias Persson. 2012. Practical Particle Lighting. In GDC 2012. San Francisco, CA, USA.
[3]
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.
[4]
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.
  1. Transparency Rendering in Cyberpunk 2077

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    cover image ACM Conferences
    SIGGRAPH '21: ACM SIGGRAPH 2021 Talks
    July 2021
    116 pages
    ISBN:9781450383738
    DOI:10.1145/3450623
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 06 August 2021

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    Author Tags

    1. game development
    2. particles
    3. real-time rendering
    4. refraction
    5. transparency

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