Figure 1: A dragon tracked by a dolly camera over a burning city, with motion blur result reconstructed in 3 ms at 1280×720 on GeForce 480 from a conventionally-rasterized framebuffer. This image contains both character and camera motion comprising zoom, pan, translation, deformation, and rotation. The full-resolution auxiliary depth and velocity input buffers are inset at reduced size. We visualize velocity with a coarse vector field over the fine velocity buffer observed when implementing the algorithm, in which (r, g, b) = (dx/dt, dy/dt, 0)/k + 0.5. AbstractThis 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.
Figure 1: left: Environment lighting. right) Modulated by Alchemy ambient obscurance, computed from 12 samples per pixel at 1280×720 in 3 ms on GeForce 580. The algorithm is easy to tune, robust, and captures darkening at many scales and orientations. AbstractAmbient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine used at Vicarious Visions in commercial games. It is based on a new derivation of screen-space obscurance for robustness, and the insight that a falloff function can cancel terms in a visibility integral to favor efficient operations. Alchemy creates contact shadows that conform to surfaces, captures obscurance from geometry of varying scale, and provides four intuitive appearance parameters: world-space radius and bias, and aesthetic intensity and contrast.The algorithm estimates obscurance at a pixel from sample points read from depth and normal buffers. It processes dynamic scenes at HD 720p resolution in about 4.5 ms on Xbox 360 and 3 ms on NVIDIA GeForce580.
In this paper, we present refinements to dual paraboloid shadow mapping algorithm from Brabec, et. al. This work makes the algorithm practical for broader use in video games. We give solutions for the tessellation constraints on shadow casters and receivers present in the original work. We also discuss heuristics for splitting plane placement and pitfalls in filtering.
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