most citedDHR+S: Distributed Hybrid Rendering with Realistic Real-time Shadows for Interactive Thin Client Metaverse and Game Applications

11 citations · 31 across the 10 of their papers we have counts for

collaborators
Showing cs.GRShow all

10 papers · 1 filter

cs.GR2024★ 11 cited

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…

cs.GR2022★ 8 cited

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…

cs.GR2022★ 3 cited

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…

cs.GR2022★ 4 cited

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…

cs.GR2022

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…

cs.GR2022

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…

cs.GR2022

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…

cs.GR2022★ 2 cited

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…

cs.GR2022★ 2 cited

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…

cs.GR2022★ 1 cited

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…