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dc.contributor.authorLoviscach, Joernen_US
dc.contributor.editorKavita Bala and Philip Dutreen_US
dc.date.accessioned2014-01-27T14:48:29Z
dc.date.available2014-01-27T14:48:29Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-23-1en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR05/105-110en_US
dc.description.abstractThe anisotropic filtering offered by current graphics hardware can be employed to apply motion blur to textures. The solution proposed here uses a standard texture together with a vertex and a pixel shader acting on a mesh with augmented vertex data. Our method generalizes the usual spatial anisotropic MIP mapping to also include temporal effects. It automatically processes any time series of affine 3D transformations of an object. The application fields include animations containing 2D lettering as well as objects such as spoke wheels that are cookie-cut from large polygons using an alpha channel. We present two different implementations of the technique.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animationen_US
dc.titleMotion Blur for Textures by Means of Anisotropic Filteringen_US
dc.description.seriesinformationEurographics Symposium on Rendering (2005)en_US


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