A reconstruction filter for plausible motion blur
Morgan McGuire, Padraic Hennessy, Michael Bukowski, Brian Osman
Symposium on Interactive 3D Graphics and Games, March 2012, pp. 135--142.
Abstract: This paper describes a novel filter for simulating motion blur phenomena in real time by applying ideas from offline stochastic reconstruction. The filter operates as a 2D post-process on a conventional framebuffer augmented with a screen-space velocity buffer. We demonstrate results on video game scenes rendered and reconstructed in real-time on NVIDIA GeForce 480 and Xbox 360 platforms, and show that the same filter can be applied to cinematic post-processing of offline-rendered images and real photographs. The technique is fast and robust enough that we deployed it in a production game engine used at Vicarious Visions.
Article URL: http://dx.doi.org/10.1145/2159616.2159639
BibTeX format:
@inproceedings{McGuire:2012:ARF,
  author = {Morgan McGuire and Padraic Hennessy and Michael Bukowski and Brian Osman},
  title = {A reconstruction filter for plausible motion blur},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {135--142},
  month = mar,
  year = {2012},
}
Search for more articles by Morgan McGuire.
Search for more articles by Padraic Hennessy.
Search for more articles by Michael Bukowski.
Search for more articles by Brian Osman.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."