Motion Blur for Textures by Means of Anisotropic Filtering
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Date
2005
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
The anisotropic filtering offered by current graphics hardware can be employed to apply motion blur to textures. The solution proposed here uses a standard texture together with a vertex and a pixel shader acting on a mesh with augmented vertex data. Our method generalizes the usual spatial anisotropic MIP mapping to also include temporal effects. It automatically processes any time series of affine 3D transformations of an object. The application fields include animations containing 2D lettering as well as objects such as spoke wheels that are cookie-cut from large polygons using an alpha channel. We present two different implementations of the technique.
Description
@inproceedings{:10.2312/EGWR/EGSR05/105-110,
booktitle = {Eurographics Symposium on Rendering (2005)},
editor = {Kavita Bala and Philip Dutre},
title = {{Motion Blur for Textures by Means of Anisotropic Filtering}},
author = {Loviscach, Joern},
year = {2005},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-23-1},
DOI = {/10.2312/EGWR/EGSR05/105-110}
}