Real-time motion blur based on per pixel fragment list

Jinhyung Choi, Kyoungsu Oh
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引用次数: 1

Abstract

Motion-blur effect helps users recognize fast-moving objects in 3D scenes and virtual environments. Recently, the post-processing technique is one of the most commonly used techniques for motion-blur rendering. However, this algorithm has artifacts when there are complex moving directions. In this paper, we present a new algorithm to resolve those artifacts. First, we find pixel locations between t0 and t1 for all moving pixels. t0 and t1 are meant the start and end time respectively, during the period of one frame in which some object moves. We find pixel locations passing between two times on the screen with Bresenham's algorithm. And we store fragments to linked-lists on this position. Theses fragments contain information depth, time and color of a pixel. After we run visibility testing for every fragment and we set the average color from t0 and t1 with determined visible fragment's data. The result of our algorithm can render similar to the accumulation buffer algorithm without artifacts in interactively. We try to contribute a better quality image for motion-blurred. And we suggest a forward processing motion blur in real-time by linked-list. This method is a part of graphics techniques for complex reality 3D scenes. Therefore, we expect to make the better quality and speed of 3D games and virtual reality though this paper.
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基于每像素片段列表的实时运动模糊
运动模糊效果可以帮助用户识别3D场景和虚拟环境中快速移动的物体。目前,后处理技术是运动模糊渲染中最常用的技术之一。然而,当运动方向复杂时,该算法存在伪影。在本文中,我们提出了一种新的算法来解决这些伪影。首先,我们找到所有移动像素在t0和t1之间的像素位置。T0和t1分别表示某物体在一帧内运动的开始时间和结束时间。我们用布里森汉姆算法找到在屏幕上两次之间传递的像素位置。我们将片段存储在这个位置的链表中。这些碎片包含一个像素的信息深度、时间和颜色。在我们为每个片段运行可见性测试之后,我们用确定的可见片段的数据从t0和t1设置平均颜色。该算法的呈现结果与累积缓冲算法相似,没有交互干扰。我们试图为运动模糊提供更高质量的图像。提出了一种利用链表对运动模糊进行实时前向处理的方法。该方法是复杂现实三维场景图形技术的一部分。因此,我们希望通过本文可以使3D游戏和虚拟现实的质量和速度更好。
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