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KOREIN J., BADLER N.: Temporal antialiasing in computer generated animation. In

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Surface Splatting: Theory, Extensions and Implementation - Räsänen (2002)   (Correct)

....because objects can have arbitrary, possibly discontinuous motion paths during the exposure time. As a result, the solution to the hidden surface removal problem can change drastically during a frame. Two early attempts to model motion blur by Potmesil and Chakravarty [49] and Korein and Badler [32] suffer from approximation artifacts either due to the decoupling of hidden surface removal from the integration of the object s movement, or due to regular sampling in time. Mueller et al. 39] consider analytic solution to motion blur in the context of splatting, but they do not consider the ....

Jonathan D. Korein and Norman I. Badler. Temporal anti-aliasing in computer generated animation. Computer Graphics (Proceedings of SIGGRAPH 83), 17(3):377--388, July 1983.


High-Degree Temporal Antialiasing - Dachille, Kaufman (2000)   (1 citation)  (Correct)

....the relative speed or frequency of object movement. The conventional technique to combat temporal aliasing in computer graphics animation is to open the shutter for some finite period of time around the frame time, generally for the length of the inter frame time centered around the current frame [2, 9, 13]. However, armed with knowledge of sampling theory, we can do better than this. Early investigations into simulating motion blur [9, 13] suggested blurring moving objects by sampling them at various times and weighting the contribution of each sample. They suggested equally weighted samples over ....

....to open the shutter for some finite period of time around the frame time, generally for the length of the inter frame time centered around the current frame [2, 9, 13] However, armed with knowledge of sampling theory, we can do better than this. Early investigations into simulating motion blur [9, 13] suggested blurring moving objects by sampling them at various times and weighting the contribution of each sample. They suggested equally weighted samples over a specified time period, although they mentioned the possibility of other weightings. Care must be taken to use the proper number of ....

J. Korein and N. Badler. Temporal anti-aliasing in computer generated animation. Computer Graphics, 17(3):377--388, July 1983.


Image-Based Motion Blur for Stop Motion Animation - Brostow, Essa (2001)   (2 citations)  (Correct)

....At present, only research in computer animation has addressed the problem of creating photorealistic motion blurred images. Antialiasing of time sampled 3D motion is now a standard part of most rendering pipelines. The seminal work in motion blur was first introduced in 1983 by Korein and Badler [11], and Potmesil and Chakravarty [14] Korein and Badler introduced two approaches, both modeled after traditional cartoonists work. The first implementation parameterized the motion over time of 2D primitives such as discs. The second relied on supersampling the moving image and then filtering the ....

J. D. Korein, N. I. Badler. Temporal anti-aliasing in computer generated animation. In Proc. of ACM SIGGRAPH'83, pages 377-388, July 1983.


Architectures for Realistic Volume Imaging - Dachille   (Correct)

....(visually distracting) with Moire type effects. These effects can even be seen by simply shaking Figure 7.2 from left to right. If the camera shutter is kept open during the time between the current frame and the next, it corresponds to a box filter. This is the typical filter used for motion blur [38, 64]. Figure 7.2b demonstrates box filtering the star image as it moves from left to right. Note the resulting aliasing on the top and bottom, perpendicular to the direction of travel. By increasing the filter quality (recall the prior discussion on resampling filters) we can reduce the aliasing to ....

J. Korein and N. Badler. Temporal anti-aliasing in computer generated animation. volume 17, pages 377--388, July 1983.


Object-Order Rendering of Discrete Objects - Swan II (1998)   (1 citation)  (Correct)

....precision, and then directly render the motion blurred image into the frame buffer. Discrete methods sample the scene at discrete time intervals and combine the resulting samples or images to create a composite, motion blurred image. 4.2. 1 Analytic Methods Continuous Function: Korein and Badler [53] attempt to find continuous functions that describe the motion of object attributes (e.g. object location, object extent, object color, object depth, etc. as a function of time. Because of the complexity of this process, the 101 technique is only defined for disks or polygons, and only linear ....

....is partially solved by the Reyes architecture [19] which implements stochastic sampling with a z buffer and sub pixel sized micropolygons. Reyes implements motion blur by jittering the location of the micropolygons according to the required motion. 104 Image Accumulation: Korein and Badler [53] describe a technique which is similar to distributed ray tracing. Multiple images of the entire scene are rendered at time instants distributed within the time spanned by the frame. The resulting series of images are then blended together with some filter function. Haeberli and Akeley [39] ....

Korein, J. and Badler, N., "Temporal Anti-Aliasing in Computer Generated Animation ", Computer Graphics (proceedings of SIGGRAPH), 17(3), July 1983, pp. 377--388.


Practically Frameless Rendering - Wloka, Zeleznik, Miller (1995)   (Correct)

....beautiful images of motion blur. However, their excessive use of compute time disqualifies their use in interactive applications. Since practically frameless rendering strictly applies to highly interactive applications, the respective visual results are incomparable. Second, while 2D solutions [9] [11] are more efficient than the non real time solutions, they usually rely on direct access to the 2D image bitmap. Thus, their implementation usually cannot take advantage of today s high performance rendering architectures and therefore, they are also inapplicable in highly interactive ....

J. Korein and N. Badler. Temporal anti-aliasing in computer generated animation. Computer Graphics (SIGGRAPH '83 Proceedings), 17(3):377--388, July 1983.


Interactive Real-Time Motion Blur - Wloka, Zeleznik (1995)   (5 citations)  (Correct)

....rays [3] 8] 9] 10] All these solutions, since they depend on ray tracing, are inherently too slow for interactive applications. Other work also supersamples objects in time independent of ray tracing. Rendering an object multiple times at different points in time approximates motion blur [11] [12] However, if the number of temporal sampling points is finite and constant, the approximation is poor (see Figure 4) Furthermore, special purpose hardware [12] is necessary to merge these multiple images efficiently. Even then, the cost of rendering an object multiple times is prohibitive. ....

....We want to generate motion blur by supersampling the object s movement between subsequent frames. Repeated integration only incorporates informationfrom the n previous frames and does not include informationfrom the time period in between subsequent frames. The various approaches described in [11] [14] 15] 16] 17] all operate on the 2D projection of the motion onto the film plane. Therefore, these algorithms cannot easily be adapted to take advantage of the graphics accelerators common in today s workstations. The resulting performance penalty in rendering polygons therefore ....

J. Korein and N. Badler. "Temporal Anti-Aliasing In Computer Generated Animation" Computer Graphics (SIGGRAPH '83 Proceedings), 17(3):377--388, July 1983.


A Temporal Scripting Language for Object-Oriented Animation - Fiume, Tsichritzis, Dami (1987)   (13 citations)  (Correct)

....behaviour. Animated objects can make decisions regarding their rendering. For example, since they know what their duration is, and since they are defined on a continuous time model, they may wish to produce representations of themselves which take into account problems such as temporal aliasing [KoBa83]. Since an object must make such decisions in isolation, however, it is not clear that traditional global solutions can be applied. ffl The definition and animation of articulated figures and the specification of physical constraints among parts of different animated objects. This is a difficult ....

Korein, J.D., and N.I. Badler, "Temporal anti-aliasing in computer generated animation", ACM Computer Graphics 17, 3 (July 1983), 377-388.


Point-based Surface Rendering with Motion Blur - Guan, Mueller (2004)   (Correct)

No context found.

KOREIN J., BADLER N.: Temporal antialiasing in computer generated animation. In


Object-Order Rendering of Discrete Objects - Swan II (1997)   (1 citation)  (Correct)

No context found.

Korein, J. and Badler, N., "Temporal Anti-Aliasing in Computer Generated Animation ", Computer Graphics (proceedings of SIGGRAPH), 17(3), July 1983, pp. 377--388.


Realism in Computer Graphics: A Survey - Amanatides (1987)   (1 citation)  (Correct)

No context found.

Korein, J. and Badler,N., "Temporal Anti-Aliasing in Computer Generated Animation," Computer Graphics, 17(3), pp. 377-388 (July 1983).

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