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A Hybrid System for Real-time Rendering of Depth of Field Effect in Games.

, , , and . VISIGRAPP (1: GRAPP), page 79-90. SCITEPRESS, (2022)

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Hybrid MBlur: A Systematic Approach to Augment Rasterization with Ray Tracing for Rendering Motion Blur in Games., , and . VISIGRAPP (1: GRAPP), page 115-125. SCITEPRESS, (2022)DHR+S: distributed hybrid rendering with realistic real-time shadows for interactive thin client metaverse and game applications., , , , and . Vis. Comput., 40 (7): 4981-4991 (July 2024)A Hybrid System for Real-time Rendering of Depth of Field Effect in Games., , , and . VISIGRAPP (1: GRAPP), page 79-90. SCITEPRESS, (2022)Virtual Training Scheme for Practice Education in "New Business" Disciplines., , and . CIS, page 173-177. IEEE, (2021)Hybrid MBlur: Using Ray Tracing to Solve the Partial Occlusion Artifacts in Real-Time Rendering of Motion Blur Effect., , and . SIGGRAPH Posters, page 55:1-55:2. ACM, (2020)DHR: Distributed Hybrid Rendering for Metaverse Experiences., , , and . IXR@MM, page 51-59. ACM, (2022)Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications., , , and . PG (Short Papers, Posters, and Work-in-Progress Papers), page 61-62. Eurographics Association, (2021)Visually Improved Erosion Algorithm for the Procedural Generation of Tile-based Terrain., , and . VISIGRAPP (1: GRAPP), page 49-59. SCITEPRESS, (2022)RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering., , , and . PG (Short Papers, Posters, and Work-in-Progress Papers), page 49-50. Eurographics Association, (2020)RTSDF: Real-time Signed Distance Fields for Soft Shadow Approximation in Games., , , and . VISIGRAPP (1: GRAPP), page 302-309. SCITEPRESS, (2022)