“Split second motion blur” by Ritchie, Modern and Mitchell
Conference:
Type(s):
Title:
- Split second motion blur
Session/Category Title: Split Second Screen Space
Presenter(s)/Author(s):
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.