“Split second motion blur” by Ritchie, Modern and Mitchell

  • ©Matthew Ritchie, Greg Modern, and Kenny Mitchell

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Title:

    Split second motion blur

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Abstract:


    Motion blur is key to delivering a sense of speed in interactive video game rendering. Further, simulating accurate camera optical exposure properties and reduction of temporal aliasing brings us closer to high quality real-time rendering productions. We describe a motion blur system that integrates image and texture space motion blur for smooth results with less than one sample per pixel. We apply the algorithm in the context of a deferred shading rendering engine used in Split/Second (Disney: Black Rock), but the method also applies to forward rendering, ray tracing or REYES style architectures.

References:


    1. Egan, K. Tseng, Y.-T., Holzschuch, N., Durand, F. and Ramamoorthi, R. 2009. Frequency Analysis and Sheared Reconstruction for Rendering Motion Blur. In ACM Transactions on Graphics 28, 3.
    2. Rosado, G. 2007. Motion Blur as a Post-Processing Effect. In GPU Gems 3, H. Nguyen, Ed. 575–582.
    3. Loviscach, J. 2005. Motion Blur for Textures by Means of Anisotropic Filtering. EG Symposium on Rendering, 105–110.


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