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Motion Blur

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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.

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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.

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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.

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