  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 tracing hardware acceleration and spatio-temporal
reconstruction to improve the realism of such semi-transparent regions through
hybrid rendering, while maintaining interactive frame rates for immersive
gaming. This paper extends our previous work with a complete presentation of
our technique and details on its design, implementation, and future work.
