McGuire, MorganEnderton, EricShirley, PeterLuebke, DavidMichael Doggett and Samuli Laine and Warren Hunt2013-10-282013-10-282010978-3-905674-26-22079-8687https://doi.org/10.2312/EGGH/HPG10/173-182The paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates-for the first time, with a full stochastic technique-real-time performance on conventional GPU architectures for complex scenes at 1920x1080 HD resolution. The algorithm operates on dynamic triangle meshes for which per-vertex velocity or corresponding vertices from the previous frame are available. It leverages multisample antialiasing (MSAA) and a tight space-time-aperture convex hull to efficiently evaluate visibility independently of shading. For triangles that cross zReal-time Stochastic Rasterization on Conventional GPU Architectures