DOI: 10.1111/j.1467-8659.2010.01840.x COMPUTER GRAPHICS forum Volume 30 (2011), number 1 pp. 3–26 Motion Blur Rendering: State of the Art Fernando Navarro1, Francisco J. Seron´ 2 and Diego Gutierrez2 1Lionhead Studios, Microsoft Games Studios
[email protected] 2Universidad de Zaragoza, Instituto de Investigacion´ en Ingenier´ıa de Aragon´ (I3A), Spain {seron, diegog}@unizar.es Abstract Motion blur is a fundamental cue in the perception of objects in motion. This phenomenon manifests as a visible trail along the trajectory of the object and is the result of the combination of relative motion and light integration taking place in film and electronic cameras. In this work, we analyse the mechanisms that produce motion blur in recording devices and the methods that can simulate it in computer generated images. Light integration over time is one of the most expensive processes to simulate in high-quality renders, as such, we make an in-depth review of the existing algorithms and we categorize them in the context of a formal model that highlights their differences, strengths and limitations. We finalize this report proposing a number of alternative classifications that will help the reader identify the best technique for a particular scenario. Keywords: motion blur, temporal antialiasing, sampling and reconstruction, rendering, shading, visibility, analytic methods, geometric substitution, Monte Carlo sampling, postprocessing, hybrid methods Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation—Antialiasing 1. Introduction Motion blur for synthetic images has been an active area of research from the early 1980s. Unlike recorded footage that Motion blur is an effect that manifests as a visible streak automatically integrates motion blur, rendering algorithms generated by the movement of an object in front of a record- need to explicitly simulate it.