11 citations · 31 across the 10 of their papers we have counts for
10 papers
DHR+S: Distributed Hybrid Rendering with Realistic Real-time Shadows for Interactive Thin Client Metaverse and Game Applications
Yu Wei Tan, Siang Ern Low, Jonas Chow +2
Distributed hybrid rendering (DHR) is a real-time rendering approach that incorporates cloud-based ray tracing with locally rasterized graphics for interactive thin client metavers…
DHR: Distributed Hybrid Rendering for Metaverse Experiences
Yu Wei Tan, Alden Tan, Nicholas Nge +1
Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic res…
Visually Improved Erosion Algorithm for the Procedural Generation of Tile-based Terrain
Fong Yuan Lim, Yu Wei Tan, Anand Bhojan
Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper p…
RTSDF: Real-time Signed Distance Fields for Soft Shadow Approximation in Games
Yu Wei Tan, Nicholas Chua, Clarence Koh +1
Signed distance fields (SDFs) are a form of surface representation widely used in computer graphics, having applications in rendering, collision detection and modelling. In interac…
Hybrid MBlur: A Systematic Approach to Augment Rasterization with Ray Tracing for Rendering Motion Blur in Games
Yu Wei Tan, Xiaohan Cui, Anand Bhojan
Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of the camera shutter and simulating its effect associated with the relative moti…
A Hybrid System for Real-time Rendering of Depth of Field Effect in Games
Yu Wei Tan, Nicholas Chua, Nathan Biette +1
Real-time depth of field in game cinematics tends to approximate the semi-transparent silhouettes of out-of-focus objects through post-processing techniques. We leverage ray tracin…
Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications
Yu Wei Tan, Louiz Kim-Chan, Anthony Halim +1
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power…
Hybrid MBlur: Using Ray Tracing to Solve the Partial Occlusion Artifacts in Real-Time Rendering of Motion Blur Effect
Yu Wei Tan, Xiaohan Cui, Anand Bhojan
For a foreground object in motion, details of its background which would otherwise be hidden are uncovered through its inner blur. This paper presents a novel hybrid motion blur re…
Hybrid DoF: Ray-Traced and Post-Processed Hybrid Depth of Field Effect for Real-Time Rendering
Yu Wei Tan, Nicholas Chua, Nathan Biette +1
Depth of Field (DoF) in games is usually achieved as a post-process effect by blurring pixels in the sharp rasterized image based on the defined focus plane. This paper describes a…
RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering
Yu Wei Tan, Nicholas Chua, Clarence Koh +1
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated…