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dc.contributor.authorGuertin, Jean-Philippeen_US
dc.contributor.authorNowrouzezahrai, Dereken_US
dc.contributor.editorJaakko Lehtinen and Derek Nowrouzezahraien_US
dc.date.accessioned2015-06-23T05:04:33Z
dc.date.available2015-06-23T05:04:33Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20151171en_US
dc.description.abstractMotion blur is becoming more common in interactive applications such as games and previsualization tools. Here, a common strategy is to approximate motion blur with an image-space post-process, and many recent approaches demonstrate very efficient and high-quality results [Sou13,GMN14]. Unfortunately, all such approaches assume underlying linear motion, and so they cannot approximate non-linear motion blur effects without significant visual artifacts.We present a new motion blur post-process that correctly treats the case of non-linear motion (in addition to linear motion) using an efficient curve-sampling scatter approach. We simulate plausible non-linear motion blur in 4ms at 1920 1080 and our approach has many desirable properties: its cost is independent of geometric complexity, it robustly estimates blurring extents to avoid typical over- and under-blurring artifacts, it supports unlimited motion magnitudes, and it is less noisy than existing techniques.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleHigh Performance Non-linear Motion Bluren_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementationsen_US
dc.description.sectionheadersReal-time Rendering and Filteringen_US
dc.identifier.doi10.2312/sre.20151171en_US
dc.identifier.pages99-105en_US


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