A reconstruction filter for plausible motion blur

M. McGuire, P. Hennessy, Michał Bukowski, Brian Osman
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引用次数: 33

Abstract

This 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.
一个重建过滤器为合理的运动模糊
本文利用离线随机重建的思想,提出了一种实时模拟运动模糊现象的滤波器。过滤器作为一个2D后处理在一个传统的帧缓冲器与屏幕空间速度缓冲器增强。我们展示了在NVIDIA GeForce 480和Xbox 360平台上实时渲染和重建视频游戏场景的结果,并表明相同的过滤器可以应用于离线渲染图像和真实照片的电影后期处理。这项技术足够快速和强大,我们将其部署到Vicarious Visions使用的生产游戏引擎中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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