Flou de mouvement réaliste en temps réel
High-quality motion blur is an increasingly important effect in interactive graphics. With the continuous increase in asset quality and scene fidelity comes a similar desire for more detailed and realistic lenticular effects.  However, even in the context of offline rendering, motion blur is often approximated as a post process. Recent motion blur post-processes have made great leaps in visual quality, generating plausible results with interactive performance. Still, distracting artifacts remain in the presence of, for instance, overlapping motion or large- and fine-scale motion features, as well as in the presence of both linear and rotational motion. Furthermore, large scale motion often tends to cause obvious artifacts at boundary points.  This thesis addresses these artifacts with a more robust sampling and filtering scheme that samples across two directions which are dynamically and automatically selected to provide the most accurate image possible. These modifications come at a very slight penalty compared to previous motion blur implementations: we render plausible, temporally-coherent motion blur on several complex animation sequences, all in under 2ms at a resolution of 1280 x 720. Moreover, our filter is designed to integrate seamlessly with post-process anti-aliasing.
motion blur post process interactive graphics filtering computer graphics