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Real-time depth-of-field rendering for shadow

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PubDate: January 2018

Teams: Huazhong University of Science and Technology

Writers: Yingsong Hu ; Jiayi Mao ; Dan Li ; Yuzhong Chen

PDF: Real-time depth-of-field rendering for shadow

Abstract

With the rapid development of Virtual Reality (VR) and Augmented Reality (AR), the rendering technology has made great progress. In large games and many animated movies, the rendering technology has a wide range of applications. This paper presents a real-time rendering method includes the depth of field (DoF) and soft shadow effect, using Mipmap to simulate DoF effect, using the parallel-split shadow map (PSSM) method combined with variance shadow map (VSM) to produce soft shadows, and the Gauss function forming the DoF effect of the shadow. For Mipmap, its level can be determined according to the size of the circle of confusion (CoC). The Gauss function is used to generate the DoF effect of the shadow and its standard deviation is also determined by the CoC.

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