论文标题

混合MBLU:一种系统的增强栅格化方法,射线跟踪在游戏中呈现运动模糊

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

论文作者

Tan, Yu Wei, Cui, Xiaohan, Bhojan, Anand

论文摘要

运动模糊通常用于游戏电影中,以通过对相机快门的行为进行建模并模拟与场景对象的相对运动相关的效果来实现光真相。一种常见的实时后过程方法是空间采样,其中移动对象的定向模糊是通过基于单个帧中速度信息集成其颜色来渲染的。但是,这种屏幕空间方法通常无法产生准确的部分遮挡半透明。我们的实时混合渲染技术利用硬件加速的射线跟踪来纠正后处理的部分遮挡工件,通过递归将光线递归到现场,以检索背景信息以获取运动腔区域的背景信息,并具有合理的额外性能成本来渲染游戏内容。我们将以前的工作扩展到有关该技术的设计,实施和未来工作的详细信息以及与后处理的性能比较。

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.

扫码加入交流群

加入微信交流群

微信交流群二维码

扫码加入学术交流群,获取更多资源