Browse > Article
http://dx.doi.org/10.3745/JIPS.02.0066

Real-Time Motion Blur Using Triangular Motion Paths  

Hong, MinhPhuoc (Dept. of Media, Soongsil University)
Oh, Kyoungsu (Dept. of Media, Soongsil University)
Publication Information
Journal of Information Processing Systems / v.13, no.4, 2017 , pp. 818-833 More about this Journal
Abstract
This paper introduces a new algorithm that renders motion blur using triangular motion paths. A triangle occupies a set of pixels when moving from a position in the start of a frame to another position in the end of a frame. This is a motion path of a moving triangle. For a given pixel, we use a motion path of each moving triangle to find a range of time that this moving triangle is visible to the camera. Then, we sort visible time ranges in the depth-time dimensions and use bitwise operations to solve the occlusion problem. Thereafter, we compute an average color of each moving triangle based on its visible time range. Finally, we accumulate an average color of each moving triangle in the front-to-back order to produce the final pixel color. Thus, our algorithm performs shading after the visibility test and renders motion blur in real time.
Keywords
Motion Blur; Real-Time Rendering; Visibility;
Citations & Related Records
연도 인용수 순위
  • Reference
1 M. McGuire, E. Enderton, P. Shirley, and D. Luebke, "Real-time stochastic rasterization on conventional GPU architectures," in Proceedings of the Conference on High Performance Graphics, Saarbrucken, Germany, 2010, pp. 173-182.
2 J. Munkberg, P. Clarberg, J. Hasselgren, R. Toth, M. Sugihara, and T. Akenine-Moller, "Hierarchical stochastic motion blur rasterization," in Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics, Vancouver, Canada, 2011, pp. 107-118.
3 S. Laine, T. Aila, T. Karras, and J. Lehtinen, "Clipless dual-space bounds for faster stochastic rasterization," ACM Transactions on Graphics, vol. 30, no. 4, article no. 106, 2011.
4 M. E. Newell, R. G. Newell, and T. L. Sancha, "A solution to the hidden surface problem," in Proceedings of the ACM Annual Conference, Boston, MA, 1972, pp. 443-450.
5 C. W. Grant, "Integrated analytic spatial and temporal anti-aliasing for polyhedra in 4-space," ACM SIGGRAPH Computer Graphics, vol. 19, no. 3, pp. 79-84, 1985.   DOI
6 C. J. Gribel, M. Doggett, and T. Akenine-Moller, "Analytical motion blur rasterization with compression," in Proceedings of the Conference on High Performance Graphics, Saarbrucken, Germany, 2010, pp. 163-172.
7 J. Ragan-Kelley, J. Lehtinen, J. Chen, M. Doggett, and F. Durand, "Decoupled sampling for graphics pipelines," ACM Transactions on Graphics, vol. 30, no. 3, article no. 17, 2011.
8 P. Clarberg, R. Toth, J. Hasselgren, J. Nilsson, and T. Akenine-Moller, "AMFS: adaptive multi-frequency shading for future graphics processors," ACM Transactions on Graphics, vol. 33, no. 4, article no. 141, 2014.
9 P. Clarberg, R. Toth, and J. Munkberg, "A sort-based deferred shading architecture for decoupled sampling," ACM Transactions on Graphics, vol. 23, no. 4, article no. 141, 2013.
10 M. Andersson, J. Hasselgren, R. Toth and T. Akenine-Moller, "Adaptive texture space shading for stochastic rendering," Computer Graphics Forum, vol. 33, no. 2, pp. 341-350, 2014.   DOI
11 P. Clarberg and J. Munkberg, "Deep shading buffers on commodity GPUs," ACM Transactions on Graphics, vol. 33, no. 6, article no. 227, 2014.
12 S. Johannes, W. S. Robert, B. Huw, and M. Gross, "Programmable motion effects," ACM Transactions on Graphics, vol. 29, no. 4, article no. 227, 2010.
13 P. Barta, B. Kovacs, S. L. Szecsi, and L. Szirmay-kalos, "Order independent transparency with per-pixel linked lists," in Proceedings of the 15th Central European Seminar on Computer Graphics (CESCG2011), Vinicn, Slovakia, 2011.
14 T. Akenine-Moller, E. Haines, and N. Hoffman, "Line/line intersection tests," in Real-Time Rendering, 3rd ed. Boca Raton, FL: CRC Press, 2008, pp. 780-781.
15 C. A. Burns and W. A. Hunt, "The visibility buffer: a cache-friendly approach to deferred shading," Journal of Computer Graphics Techniques, vol. 2, no. 2, pp. 55-69, 2013.
16 M. Salvi, J. Montgomery, and A. Lefohn, "Adaptive transparency," in Proceedings of the Conference on High Performance Graphics, Vancouver, Canada, 2011, pp. 119-126.
17 S. Laine and T. Karras, "Efficient triangle coverage tests for stochastic rasterization," NVIDIA Research, Technical Report No. NVR-2011-0003, 2011.
18 T. Sousa, "CryENGINE 3 rendering techniques," in Talk at Microsoft Game Technology Conference (GAMEfest), Birmingham, UK, 2011.
19 K. Sung, A. Pearce, and C. Wang, "Spatial-temporal antialiasing," IEEE Transactions on Visualization and Computer Graphics, vol. 8, no. 2, pp. 144.153, 2002.   DOI
20 T. Sousa, "Crysis next gen effects," in Game Developer Conference, San Francisco, CA, 2008.
21 M. McGuire, P. Hennessy, M. Bukowski, and B. Osman, "A reconstruction filter for plausible motion blur," in Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Costa Mesa, CA, 2012, pp. 135-142.
22 J. P. Guertin, M. McGuire, and D. Nowrouzezahrai, "A fast and stable feature-aware motion blur filter," in Proceedings of ACM SIGGRAPH/EuroGraphics High Performance Graphics, Lyon, France, 2014, pp. 51-60.
23 J. P. Guertin and D. Nowrouzezahrai, "High performance non-linear motion blur," in Eurographics Symposium on Rendering - Experimental Ideas & Implementations. Luxembourg: The Eurographics Association, 2015.
24 P. Haeberli and K. Akeley, "The accumulation buffer: hardware support for high-quality rendering," ACM SIGGRAPH Computer Graphics, vol. 24, no. 4, pp. 309-318, 1990.   DOI
25 J. Korein and N. Badler, "Temporal anti-aliasing in computer generated animation," ACM SIGGRAPH Computer Graphics, vol. 17, no. 3, pp. 377-388, 1983.   DOI
26 R. L. Cook, T. Porter, and L. Carpenter, "Distributed ray tracing," ACM SIGGRAPH Computer Graphics, vol. 18, no. 3, pp. 137-145, 1984.   DOI
27 T. Akenine-Moller, J. Munkberg, and J. Hasselgren, "Stochastic rasterization using time-continuous triangles," in Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, San Diego, CA, 2007, pp. 7-16.
28 G. Rosado, "Motion Blur as a post processing effect," in GPU Gems 3. Upper Saddle, NJ: Addison-Wesley, 2008, pp. 575-581.