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. In these cases, an accurate ing device. It is the result of combining apparent motion in temporal integration is needed to avoid aliasing artefacts that the scene and an imaging media that integrates light during can be easily noticed by an untrained eye. This simulation a finite exposure time. This relative motion can be produced is one of the most expensive processes in the production from object movement and camera movement and can be ob- of high-quality renders. This cost becomes more relevant served both in still pictures and image sequences. In general, knowing that the result is a blurred image whose high spatial sequences containing a moderate amount of motion blur are frequencies have been removed. perceived as natural, whereas its total absence produces jerky and strobing movement. In this work, we describe the origin of the phenomenon and make a detailed discussion of the algorithmic solutions that This phenomenon is an integral effect of photography have been found to simulate it. In Section 2, we start with a and film recording. It needs to be accounted for and in description of the physical phenomena that generate motion some cases compensated with the use of specific techniques blur in a recording device. In Section 3, it is mathemati- [Ada80]. Moreover, it has become part of the toolkit used cally formalized based on the models by Meredith [MJ00] by filmmakers and photographers [Pet08] and is commonly and Sung et al. [SPW02]. In Section 4, we review the tech- used to enhance the perception of motion in still images niques that can produce synthetic motion blur and classify (Figure 1). them according to this formalization. Their similarities and