| WLOKA M. M., ZELEZNIK R. C.: interactive real-time motion blur. The Visual Computer, 12 (1995), 283--195. 2 |
....domain. Another approach for effective antialiasing (including temporal) is to pre filter in object space prior to rendering. This technique is difficult to use in practice because it requires computing the paths of objects through space prior to rendering. It has been used to blur both polygonal [15] and volumetric objects [3] Object space temporal antialiasing has also been used as a post process for polygons [10] and raster objects [11] However, these techniques are limited by being object specific, path specific, and not general in nature. The remainder of the paper is organized as ....
M. M. Wloka and R. C. Zeleznik. Interactive real-time motion blur. The Visual Computer, 12(6):283--295, 1996.
....independent of it s distance from the viewer. Due to the high computation cost of rendering, real time 3D rendering is still very limited in achievable frame rate. With low frame rates, a strobing e ect of moving objects is noticeable. In order to reduce this artifact, motion blurring techniques [16, 40, 28, 21] are introduced. In addition to the artifact reduction, motion blurring generates image sequences similar to a video sequence taken by camera. This paper assumes that the rendering engine performs the motion blurring. Phong shading hardware implementation is dicult due to both computation and ....
M. Wloka and R. Zeleznik. Interactive real-time motion blur. In CGI'94: Insight Through Computer Graphics, 1995.
....This results in a lower effective display resolution. 3. 4 Beyond Frameless Rendering At Brown University researchers developeda technique in which they remap the computation buffer to the display buffer by interleaving quadrants to effectively quarter the resolution of the display buffer [44]. They improved the frameless rendering motion blur effect by using a semi transparent grid: a value for a pixel halfway between the old value and the new value is used. Their method is equivalent to the frameless rendering simulation, mentioned in Section 3.1, but using an alternating quadrant ....
....and .50 pixels respectively per input on the Frameless Rendering side. FR Full frame Updates: Choosenumber of pixels to be updated on each input for the Frameless Rendering side. The other side gets full frame updates. This option was used to investigate power of low cost motion blur effect [44]. FR Essential FR: Essential Frameless Rendering uses neighbor information for value of aging pixels. The low resolution version is created by reducing the sampling, but propagating the information to neighbor pixels at a higher pixel resolution (nearest neighbor reconstruction) More ....
[Article contains additional citation context not shown here]
Matthias Wloka and Robert C. Zeleznik. Interactive real-time motion blur. In Proceedingsof CGI'94: Insight ThroughComputer Graphics, 1995. 14
....[2] Objects in the Self environment draw attention to themselves with animated wiggles and expressive paths. When they move fast, they motion blur to indicate a continuous motion, not a discrete change of location. Other work has developed techniques for producing the effects of motion blur [11] and defocusing [6] in a fully threedimensional, real time environment, such as virtual reality. This work showed that rich visual effects could be achieved with relatively little cost in computation time or rendering performance. We use the effects and the concepts developed by these researchers ....
Matthias Wloka and Robert C. Zeleznik. Interactive real-time motion blur. Visual Computer, pages 273 -- 295, 1996.
....this global environment awareness is the inherent network latency that accompanies essentially all networked applications. Recent work in this area has shown that there are a number of techniques that help to network lag. Conner s work uses various visual techniques, such as motion blurring[6] and transparency to help hide the effects of latency when users are manipulating objects[7] Sharkey uses a perception model which ensures that each user views a continuous version of the environment such that object movement does not suffer from sudden jumps produced by lag[8] We developed ....
R.C. Zeleznik and M. Wloka. Interactive Real-Time Motion Blur. Proceedings of CGI'94:Insight Through Computer Graphics, 1994, 74-85.
....traditional frame rate are unfortunately equivocal. Ultimately, user studies must ensure that we are not comparing apples to oranges. Our new rendering technique also introduces visual artifacts (see Figure 1) that approximate motion blur. While adding motion blur to scenes is in general desirable [15] [3] it used to be reserved for non interactive tasks because motion blur algorithms historically incur high overhead. Real time algorithms for use in interactive 3D applications are only a recent development [15] 11] While those motion blur algorithms induce only a small overhead, rendering ....
....approximate motion blur. While adding motion blur to scenes is in general desirable [15] 3] it used to be reserved for non interactive tasks because motion blur algorithms historically incur high overhead. Real time algorithms for use in interactive 3D applications are only a recent development [15] [11] While those motion blur algorithms induce only a small overhead, rendering without blur is nonetheless faster. In contrast, practically frameless rendering generates motion blur while boosting performance at the same time. On the other hand, the generated motion blur is only approximate: it ....
[Article contains additional citation context not shown here]
Matthias M. Wloka and Robert C. Zeleznik. Interactive realtime motion blur. In Michael Gigante, editor, Insight through Computer Graphics: Proceedings of CGI'94, page 83. World Scientific, 1994. Abstracts Picture
No context found.
WLOKA M. M., ZELEZNIK R. C.: interactive real-time motion blur. The Visual Computer, 12 (1995), 283--195. 2
Online articles have much greater impact More about CiteSeer.IST Add search form to your site Submit documents Feedback
CiteSeer.IST - Copyright Penn State and NEC