Sign in to follow this  

Motion Blur

This topic is 3296 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Does anyone have any code examples for motion blur that doesnt use glAccum? Iam trying to create a full sceene motion blur that doesnt grind my frame rates into the ground.

Share this post


Link to post
Share on other sites
You could try out ATI's approach: http://devcenter.amd.com/media/gpu_assets/ShaderX2_MotionBlurUsingGeometryAndShadingDistortion.pdf
This isn't actually full screen motion blur though. It's per object motion blur. It's included with Rendermonkey if you'd like to peek at the code.

Share this post


Link to post
Share on other sites
The old "render per-pixel velocity to a texture and then use that to blur the screen in a post-process" is pretty standard. You can use MRT to render out the velocity without using a separate pass if you want, and the post-processing pass isn't too expensive.

A similar alternative is to use the depth buffer to reconstruct world-space position, use last frame's view and projection matrices, and then compare the resulting screen-space position with the current screen-space position to get a velocity vector (and then use that to blur the screen like in the previous technique). It's cheaper since you don't need to render out velocity, but it won't give you per-object motion blur. This is what Unreal Engine 3 games use, as well as Halo 3 and a few others.

Share this post


Link to post
Share on other sites

This topic is 3296 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this