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Real-time geometric motion blur for a deforming polygonal mesh

Published: 02 June 2005 Publication History

Abstract

Motion blur is an important method for increasing the visual quality of real-time applications. This is especially true in the area of interactive applications, where designers often seek to add graphical flair to their programs. In many cases, these applications use animated characters, where a polygonal mesh is wrapped around an animated skeleton. As the skeleton moves, the mesh deforms. In this paper, we present a method for adding a geometric motion blur to a deforming polygonal mesh. The scheme we present keeps track of a character's motion silhouette, and uses this to create a polygonal mesh. When this mesh is inserted into the scene, it gives the appearance of an artistic motion blur for an object or particular character. This method is generic enough to work on nearly any type of moving polygonal model, and also approximates swept volumes.

Cited By

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  • (2017)Realistic Simulation of Cultural HeritageInternational Journal of Computational Methods in Heritage Science10.4018/IJCMHS.20170101021:1(10-40)Online publication date: 1-Jan-2017
  • (2012)A reconstruction filter for plausible motion blurProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2159616.2159639(135-142)Online publication date: 9-Mar-2012
  • (2007)Stochastic rasterization using time-continuous trianglesProceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware10.5555/1280094.1280096(7-16)Online publication date: 4-Aug-2007
  1. Real-time geometric motion blur for a deforming polygonal mesh

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    Published In

    cover image Guide Proceedings
    CGI '05: Proceedings of the Computer Graphics International 2005
    June 2005
    290 pages
    ISBN:0780393309

    Publisher

    IEEE Computer Society

    United States

    Publication History

    Published: 02 June 2005

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    Overall Acceptance Rate 35 of 159 submissions, 22%

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    Cited By

    View all
    • (2017)Realistic Simulation of Cultural HeritageInternational Journal of Computational Methods in Heritage Science10.4018/IJCMHS.20170101021:1(10-40)Online publication date: 1-Jan-2017
    • (2012)A reconstruction filter for plausible motion blurProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2159616.2159639(135-142)Online publication date: 9-Mar-2012
    • (2007)Stochastic rasterization using time-continuous trianglesProceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware10.5555/1280094.1280096(7-16)Online publication date: 4-Aug-2007

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