M. McGuire, P. Hennessy, Michał Bukowski, Brian Osman
{"title":"一个重建过滤器为合理的运动模糊","authors":"M. McGuire, P. Hennessy, Michał Bukowski, Brian Osman","doi":"10.1145/2159616.2159639","DOIUrl":null,"url":null,"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.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"2011 1","pages":"135-142"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"33","resultStr":"{\"title\":\"A reconstruction filter for plausible motion blur\",\"authors\":\"M. McGuire, P. Hennessy, Michał Bukowski, Brian Osman\",\"doi\":\"10.1145/2159616.2159639\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":91160,\"journal\":{\"name\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"volume\":\"2011 1\",\"pages\":\"135-142\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-03-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"33\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2159616.2159639\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2159616.2159639","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.