A Life of a Bokeh

Guillaume Abadie - Graphic Programmer

20 décembre 2018
11h - 12h

The lens of a physical camera has a depth of field phenomena that has an importance in cinematography to bring focus on the desired subject of a frame. The challenge of real-time depth of field is to output the bokeh highest quality while remaining fast.

Epic Games: https://www.epicgames.com/site/en-US/home

This talk will journey through the step-by-step implementation of a depth of field algorithm, starting from existing state-of-the-art fixing artifacts to converge to the final implementation released in Unreal Engine 4.20. In order to achieve its opposing goals, including scalability across a large variety of hardware, high quality and performance, the self-contained algorithm blends the following:
- Fast performance of scatter-as-gather approach while efficiently solving a physically plausible geometric occlusion with a large variety of blurring radii for background, and hole filling for the foreground;
- The quality of scattered sprites for highlights and deals with all the complexity implication of combining them plausibly;
- The details of sub-pixel accuracy of slight out of focus convolution with the challenges of running with a Temporal Anti-Aliasing from older but sadly never published algorithm used in Unreal Engine 4.

Biography

Guillaume Abadie is Graphic Programmer at Epic Games working directly on Unreal Engine 4's renderer, more specifically on post processing. He has most notably implemented temporal up-sampling and dynamic resolution duo shipping on Fortnite Battle Royal running at 60Hz on consoles. He also built the compositing of the SIGGRAPH real-time live 2017 awarded The Human Race demo.

About Epic Games

Founded in 1991, Epic Games is a video game studio that most people know for creating Unreal Tournament, Gear of Wars, Robo Recall and most recently, Fortnite. In the video game industry, Epic Games is also known for its video game engine, Unreal Engine 4, which is used in many well-known video games on different platforms, but which has also been made available to smaller studios, all while having access to the code.