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Hybrid MBlur: A Systematic Approach to Augment Rasterization with Ray Tracing for Rendering Motion Blur in Games

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arxiv 2210.06159 v1 pith:WII5FTTR submitted 2022-10-11 cs.GR

classification cs.GR
keywords blurmotionrenderingapproachgamehybridinformationocclusion
verification ladder T0 review T1 audit T2 compute T3 formal

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Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of the camera shutter and simulating its effect associated with the relative motion of scene objects. A common real-time post-process approach is spatial sampling, where the directional blur of a moving object is rendered by integrating its colour based on velocity information within a single frame. However, such screen space approaches typically cannot produce accurate partial occlusion semi-transparencies. Our real-time hybrid rendering technique leverages hardware-accelerated ray tracing to correct post-process partial occlusion artifacts by advancing rays recursively into the scene to retrieve background information for motion-blurred regions, with reasonable additional performance cost for rendering game contents. We extend our previous work with details on the design, implementation, and future work of the technique as well as performance comparisons with post-processing.

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