dc.contributor.author | Guertin, Jean-Philippe | en_US |
dc.contributor.author | Nowrouzezahrai, Derek | en_US |
dc.contributor.editor | Jaakko Lehtinen and Derek Nowrouzezahrai | en_US |
dc.date.accessioned | 2015-06-23T05:04:33Z | |
dc.date.available | 2015-06-23T05:04:33Z | |
dc.date.issued | 2015 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/sre.20151171 | en_US |
dc.description.abstract | Motion 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.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | High Performance Non-linear Motion Blur | en_US |
dc.description.seriesinformation | Eurographics Symposium on Rendering - Experimental Ideas & Implementations | en_US |
dc.description.sectionheaders | Real-time Rendering and Filtering | en_US |
dc.identifier.doi | 10.2312/sre.20151171 | en_US |
dc.identifier.pages | 99-105 | en_US |