Motion blur for textures by means of anisotropic filtering

J. Loviscach
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引用次数: 24

Abstract

The anisotropic filtering offered by current graphics hardware can be employed to apply motion blur to textures. The solution proposed here uses a standard texture together with a vertex and a pixel shader acting on a mesh with augmented vertex data. Our method generalizes the usual spatial anisotropic MIP mapping to also include temporal effects. It automatically processes any time series of affine 3D transformations of an object. The application fields include animations containing 2D lettering as well as objects such as spoke wheels that are cookie-cut from large polygons using an alpha channel. We present two different implementations of the technique.
通过各向异性滤波对纹理进行运动模糊
当前图形硬件提供的各向异性滤波可以用于对纹理应用运动模糊。这里提出的解决方案使用一个标准纹理以及一个顶点和一个像素着色器,作用于一个具有增强顶点数据的网格。我们的方法推广了通常的空间各向异性MIP映射,也包括时间效应。它可以自动处理物体的仿射三维变换的任何时间序列。应用程序领域包括包含2D字母的动画,以及使用alpha通道从大型多边形中剪切的辐条轮等对象。我们介绍了该技术的两种不同实现。
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