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

  • ©Matthew Ritchie, Greg Modern, and Kenny Mitchell




    Split second motion blur



    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.


    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.

ACM Digital Library Publication:

Overview Page: