Motion Blur Using Geometry and Shading Distortion
نویسندگان
چکیده
When our demo team decided to implement a real-time version of the Animusic Pipe Dream Animation shown in the SIGGRAPH 2001 Electronic Theater, we realized that we needed to create a fast, reliable technique for rendering a convincing motion blur effect for the many balls moving around the complicated music machine shown in Figure 1. Although enough approaches existed for simulating motion-blur for computergenerated images, some of them weren’t fast enough or accurate enough for our purposes. Rather than draw the moving balls several times at different points in space and time as one might do with an accumulation buffer [Haeberli90], we chose to draw each ball once, distorting its appearance to make it appear as if it were in motion during the frame “exposure.” This technique is an extension to the approach taken by [Wloka96].
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