Character Rendering for VR in ”Blood & Truth”

James Answer
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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.
《Blood & Truth》VR角色渲染
VR实时渲染的性能挑战是有名无实的——这对渲染逼真的人类角色提出了特别的挑战,因为许多在游戏中流行的常用技术不能很好地扩展到高像素数和帧率。对于PlayStation VR上的《Blood & Truth》,我们采用了现有的技术来适应我们的VR前向渲染器,并发明了新的替代品来替代昂贵的屏幕空间效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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