Hybrid Paper
In this research project, I designed and implemented a hybrid rendering pipeline capable of rendering objects within the same scene using either spectral or RGB shading, depending on their visual importance.
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Summary
This paper was developed as part of my graduation requirement for the Game Development program at Digital Arts and Entertainment. The course focuses on conducting academic research and producing a technically rigorous paper.
For this research, I explored whether a hybrid rendering pipeline could combine the visual accuracy of spectral rendering with the performance advantages of traditional RGB pipelines. The goal was to selectively apply spectral rendering to visually important objects while keeping less critical objects in an RGB workflow, balancing quality and performance within a single scene.
Visual Studio | C++ | Github
Challenges & Highlights
This topic was ambitious and came with several challenges. Since there is virtually no documentation on combining spectral and RGB rendering within a single real-time pipeline, I had to rely heavily on my own understanding of rendering architectures to design the system. Finding a suitable framework was also difficult, as most spectral renderers are built for offline use rather than real-time experimentation. Additionally, spectral rendering is a vast and actively researched field, and learning to filter relevant information while avoiding unnecessary depth was an important part of the process.




What I Learned
This project strengthened my ability to conduct structured academic research and translate theory into practical implementation decisions. I gained a deeper understanding of the architectural differences between spectral and RGB rendering pipelines and the trade-offs between visual accuracy and performance. It also pushed me to work more independently, explore a niche topic outside the standard curriculum.
