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Pixel Motion Blur




          http://ozlael.egloos.com
Motion blur


• What is motion blur?
   – Rapidly moving objects appear to be blurred in
     direction of motion
• What causes motion blur?
   – In real cameras, film is exposed to moving scene
     while shutter is open
• Why do motion blur?
   – Adds realism, cinematic look to games
   – 24fps with motion blur can look better than 60fps
     without
Trails behind objects


●   Not the same as real motion blur
Radial Blur


●   2D Effect
Depth-Base Velocity

                      depth
●   For static mesh




                      velocity
Using Accumulation Buffer


●   Large time interval between multiple rend
    ering
Image space (2.5D) motion blur


●   Pixel Process Motion Blur
Pixel Motion Blur


●   Works as a Post Process
●   Blurs an image of the scene based on obj
    ect velocities
●   Not a physically correct but plausible
Better than Accumulation Buffer
Algorithm


●   1. Render scene to texture
    - At current time
●   2. Calculate velocity at each pixel
    - Another Buffer
    - Calculate current position – previous po
    sition
●   3. Render motion blurred scene
Velocity
Step 1
Step 2
Step 3
What is the Fault?
What is the Fault?
What are the fault?


●   Without knowledge of object edges
●   Velocity outside silhouette of object is zer
    o(= no blur)
●   Solution : Geometry distortion
Stretch object geometry
Matthias Wloka's trick
Matthias Wloka's trick


●   stretch object geometry between previous
    and current position
●   Compare normal direction with motion ve
    ctor using dot product
●   If normal is pointing in direction of motio
    n, transform vertex by current transform,
    else transform it by the previous transfor
    m
●   Not perfect, but it works
Matthias Wloka's trick
Original Image
Stretched Geometry
Velocity Visualization
Motion Blurred Image
Well... Not Perfect


●   Not information to avoid occlusion artifact
    s
●   Number of samples needed depends on a
    mount of motion
    - 8 samples is good, 16 is better
    - Ironically, more samples will reduce fra
    me rate, and therefore increase motion m
    agnitude
Occlusion fault
Resolve occlusion
Color      Motion




Depth
Iterative sampling


●   First pass uses 8 samples
●   Ping-pong results
●   Second pass uses blurred results, this res
    ults in 8 * 8 samples (virtually 64)
●   3rd = 512 samples, 4th = 4096, etc
Iterative sampling
Skinning limitation in DX9


●   256 vertex shader constant registers limit
●   Our characters have an average of 54 Mat
    rix per drawcall
●   For motion blur we need previous frame b
    one(Matrix)s transformations
●   If Bone == Quaternion & Tlanslation then
    must be Uniform Transform
●   Or decrease bone count
So....?


●   In RS3 for Now
●   Using Pixel Motion Blur = Only Object’s Tr
    ansform
●   Animation’s Proceed = Using Accumulatio
    n Buffer
●   Any suggestion?
Reference
●   Stupid OpenGL ShaderTricks -Simon Green
●   Pixmotor:A Pixel Motion Integrator - Ivan Neulander
●   Interactive Real-Time Motion Blur - Matthias M. Wloka & Robert C.
    Zeleznik
●   Motion Blur Using Geometry and Shading Distortion - Natalya Tata
    rchuk, Chris Brennan, John Isidoro
●   Pixel Motion Blur - Direct X SDK
●   Motion Blur as a Post-Processing Effect - GPU Gems 3
●   CrysisNext Gen Effects -TiagoSousa
●   Hardware Accelerated Motion Blur Generation -Clement Shimizu, A
    mitShesh, BaoquanChen
●   Motionblur - Myia
●   http://incrysis.com/forums/
●   Capcom presentation on Lost Planet

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Motionblur

  • 1. Pixel Motion Blur http://ozlael.egloos.com
  • 2. Motion blur • What is motion blur? – Rapidly moving objects appear to be blurred in direction of motion • What causes motion blur? – In real cameras, film is exposed to moving scene while shutter is open • Why do motion blur? – Adds realism, cinematic look to games – 24fps with motion blur can look better than 60fps without
  • 3. Trails behind objects ● Not the same as real motion blur
  • 4. Radial Blur ● 2D Effect
  • 5. Depth-Base Velocity depth ● For static mesh velocity
  • 6. Using Accumulation Buffer ● Large time interval between multiple rend ering
  • 7. Image space (2.5D) motion blur ● Pixel Process Motion Blur
  • 8. Pixel Motion Blur ● Works as a Post Process ● Blurs an image of the scene based on obj ect velocities ● Not a physically correct but plausible
  • 10. Algorithm ● 1. Render scene to texture - At current time ● 2. Calculate velocity at each pixel - Another Buffer - Calculate current position – previous po sition ● 3. Render motion blurred scene
  • 15. What is the Fault?
  • 16. What is the Fault?
  • 17. What are the fault? ● Without knowledge of object edges ● Velocity outside silhouette of object is zer o(= no blur) ● Solution : Geometry distortion
  • 20. Matthias Wloka's trick ● stretch object geometry between previous and current position ● Compare normal direction with motion ve ctor using dot product ● If normal is pointing in direction of motio n, transform vertex by current transform, else transform it by the previous transfor m ● Not perfect, but it works
  • 26. Well... Not Perfect ● Not information to avoid occlusion artifact s ● Number of samples needed depends on a mount of motion - 8 samples is good, 16 is better - Ironically, more samples will reduce fra me rate, and therefore increase motion m agnitude
  • 28. Resolve occlusion Color Motion Depth
  • 29. Iterative sampling ● First pass uses 8 samples ● Ping-pong results ● Second pass uses blurred results, this res ults in 8 * 8 samples (virtually 64) ● 3rd = 512 samples, 4th = 4096, etc
  • 31. Skinning limitation in DX9 ● 256 vertex shader constant registers limit ● Our characters have an average of 54 Mat rix per drawcall ● For motion blur we need previous frame b one(Matrix)s transformations ● If Bone == Quaternion & Tlanslation then must be Uniform Transform ● Or decrease bone count
  • 32. So....? ● In RS3 for Now ● Using Pixel Motion Blur = Only Object’s Tr ansform ● Animation’s Proceed = Using Accumulatio n Buffer ● Any suggestion?
  • 33. Reference ● Stupid OpenGL ShaderTricks -Simon Green ● Pixmotor:A Pixel Motion Integrator - Ivan Neulander ● Interactive Real-Time Motion Blur - Matthias M. Wloka & Robert C. Zeleznik ● Motion Blur Using Geometry and Shading Distortion - Natalya Tata rchuk, Chris Brennan, John Isidoro ● Pixel Motion Blur - Direct X SDK ● Motion Blur as a Post-Processing Effect - GPU Gems 3 ● CrysisNext Gen Effects -TiagoSousa ● Hardware Accelerated Motion Blur Generation -Clement Shimizu, A mitShesh, BaoquanChen ● Motionblur - Myia ● http://incrysis.com/forums/ ● Capcom presentation on Lost Planet