Lecture 12: Monte Carlo Integration (5)
adam2451

It's interesting to see how rendering motion blur was an open problem in graphics when I hate it so much I always turn it off if its an option in games.

Alescontrela

Describing motion blur as integrating over pixels and over time is a practical and neat way to describe this phenomenon!

charshou

Could this be a way to generate multiple versions of an image with different levels of motion blur if we were to have a series of images like this?

weinatalie

Seeing that the human eye naturally applies motion blur, I wonder why it’s such a common practice in the graphics community to manually add motion blur anyway. Is this the reason why a lot of people seem to dislike having motion blur turned on on their displays? I’d guess that motion blur can help disguise issues like choppy frame rate or lower quality graphics in video games. Adding motion blur might also be part of the trend of video games attempting to replicate camera effects such as lens flare, chromatic aberration, etc.

zy5476

@weinatalie I think the main purpose of motion blur in gaming is for immersion and the cinematic effect but I think it causes a lot of people including myself to feel nauseous.

elaineqian02

This image is from the 1984 SIGGRAPH paper “Distributed Ray Tracing” by Robert L. Cook, Thomas Porter, and Loren Carpenter. It describes how ray tracing can incorporate fuzzy phenomena, by distributing the ray directions according to the sampled analytic function, to render motion blur, depth of field, penumbras, translucency, and fuzzy reflections.

The ACM paper: https://dl.acm.org/doi/pdf/10.1145/800031.808590

yangbright-2001

Motion blur is also a real-life example of integral. It brings real and immerse feeling on video games, but not everyone like it in camera

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