{"title":"Character Rendering for VR in ”Blood & Truth”","authors":"James Answer","doi":"10.1145/3388767.3407330","DOIUrl":null,"url":null,"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.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"104 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3388767.3407330","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.