Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012
DOI: 10.1145/2159616.2159639
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A reconstruction filter for plausible motion blur

Abstract: 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 w… Show more

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Cited by 24 publications
(31 citation statements)
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References 28 publications
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“…Therefore, the visibility problem in the space-time dimensions is improperly handled. Later, McGuire et al [5] use the scatteras-gather based approach to generate blurred images. Scatter operations are operations that scatter a pixel's color to its neighbor, and gather operations are operations that gather color samples from neighboring pixels.…”
Section: Related Workmentioning
confidence: 99%
See 3 more Smart Citations
“…Therefore, the visibility problem in the space-time dimensions is improperly handled. Later, McGuire et al [5] use the scatteras-gather based approach to generate blurred images. Scatter operations are operations that scatter a pixel's color to its neighbor, and gather operations are operations that gather color samples from neighboring pixels.…”
Section: Related Workmentioning
confidence: 99%
“…Therefore, instead of scattering a pixel's color to its neighbor, a scatter-as-gather based approach gathers samples from neighboring pixels based on the current pixel's velocity. McGuire et al [5] generate two intermediate buffers from a velocity buffer. For each pixel, the first intermediate buffer (TileMax) stores a velocity vector that has the largest magnitude in every k×k tile; and the second intermediate buffer (NeighborMax) stores a velocity vector that has the largest magnitude from the neighboring pixels.…”
Section: Related Workmentioning
confidence: 99%
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“…Advanced features, such as higher-order motion blur ] and handling of disocclusions [McGuire et al 2012], enable accurate rendition in real time but at the cost of increased computational complexity. It is useful to understand whether these advanced features benefit players' experience of the game or if they go unnoticed.…”
Section: Introductionmentioning
confidence: 99%