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Theory and Analysis of Higher-Order Motion Blur Rasterization

Author

Summary, in English

A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other non-linear characteristics. To that end, we present a higher-order representation of vertex motion based on Bézier curves, which allows for more complex motion paths, and we derive the necessary mathematics for these. In addition, we extend previous work to handle higher-order motion by developing a new tile vs. triangle overlap test. We find that our tile-based rasterizer outperforms all other methods in terms of sample test efficiency, and that our generalization of an interval-based rasterizer is often fastest in terms of wall clock rendering time. In addition, we use our tile test to improve rasterization performance by up to a factor 5x for semi-analytical motion blur rendering

Publishing year

2013

Language

English

Pages

7-15

Publication/Series

HPG '13 Proceedings of the 5th High-Performance Graphics Conference

Document type

Conference paper

Publisher

Association for Computing Machinery (ACM)

Topic

  • Computer Science

Keywords

  • motion blur
  • rasterization

Conference name

High Performance Graphics, 2013

Conference date

2013-07-19 - 2013-07-19

Conference place

Anaheim, CA, United States

Status

Published

Research group

  • Computer Graphics

ISBN/ISSN/Other

  • ISBN: 978-1-4503-2135-8