Munkberg, JacobClarberg, PetrikHasselgren, JonToth, RobertSugihara, MasamichiAkenine-Moeller, TomasCarsten Dachsbacher and William Mark and Jacopo Pantaleoni2016-02-182016-02-182011978-1-4503-0896-02079-8687https://doi.org/10.1145/2018323.2018341We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel tile against moving primitive tests that also provide temporal bounds for the overlap. The algorithm works entirely in homogeneous coordinates, supports MSAA, facilitates efficient hierarchical spatio-temporal occlusion culling, and handles typical game workloads with widely varying triangle sizes. Furthermore, we use high-quality sampling patterns based on digital nets, and present a novel reordering that allows efficient proceduralgeneration with good anti-aliasing properties. Finally, we evaluate a set of hierarchical motion blur rasterization algorithms in terms of both depth buffer bandwidth, shading efficiency, and arithmetic complexity.I.3.1 [Computer Graphics]Hardwarearchitecture Graphics processorsI.3.3 [Computer Graphics]Picture/Image Generation AntialiasingI.3.7 [Computer Graphics]Three Dimensional Graphics and Realism Hidden line/surface removalstochastic rasterizationmotion blurhierarchicaltraversalocclusion cullingHierarchical Stochastic Motion Blur Rasterization10.1145/2018323.2018341107-118