Research Output
Split Second Motion Blur
  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.

  • Date:

    26 July 2010

  • Publication Status:

    Published

  • Publisher

    ACM

  • DOI:

    10.1145/1837026.1837048

  • Library of Congress:

    QA75 Electronic computers. Computer science

  • Dewey Decimal Classification:

    006.6 Computer graphics

Citation

Ritchie, M., Modern, G., & Mitchell, K. (2010). Split Second Motion Blur. In ACM SIGGRAPH 2010 Talks, (17:1-17:1). https://doi.org/10.1145/1837026.1837048

Authors

Keywords

motion blur methods, adaptive sampling, texture space blurs, image space vector motion blur,

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