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Split Second Motion Blur

Ritchie, Matt; Modern, Greg; Mitchell, Kenny

Authors

Matt Ritchie

Greg Modern



Abstract

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.

Citation

Ritchie, M., Modern, G., & Mitchell, K. (2010, July). Split Second Motion Blur. Presented at GRAPHInternational Conference on Computer Graphics and Interactive Techniques

Presentation Conference Type Conference Paper (published)
Conference Name GRAPHInternational Conference on Computer Graphics and Interactive Techniques
Start Date Jul 26, 2010
End Date Jul 30, 2010
Publication Date Jul 26, 2010
Deposit Date Aug 1, 2016
Publisher Association for Computing Machinery (ACM)
Pages 17:1-17:1
Series Title SIGGRAPH '10
Book Title ACM SIGGRAPH 2010 Talks
ISBN 978-1-4503-0394-1
DOI https://doi.org/10.1145/1837026.1837048
Keywords motion blur methods, adaptive sampling, texture space blurs, image space vector motion blur,
Public URL http://researchrepository.napier.ac.uk/Output/321867
Publisher URL http://doi.acm.org/10.1145/1837026.1837048