3 research outputs found

    On Prism-based Motion Blur and Locking-proof Tetrahedra

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    Motion blur is an important visual effect in computer graphics for both real-time, interactive, and offline applications. Current methods offer either slow and accurate solutions for offline ray tracing applications, or fast and inaccurate solutions for real-time applications. This thesis is a collection of three papers, two of which address the need for motion blur solutions that cater to applications that need to be accurate and as well as interactive, and a third that addresses the problem of locking in standard FEM simulations. In short, this thesis deals with the problem of representing continuous motion in a discrete setting.In Paper I, we implement a GPU based fast analytical motion blur renderer. Using ray/triangular prism intersections to determine triangle visibility and shading, we achieve interactive frame rates.In Paper II, we show and address the limitations of using prisms as approximations of the triangle swept volume. A hybrid method of prism intersections and time-dependent edge equations is used to overcome the limitations of Paper I.In Paper III, we provide a solution that alleviates volumetric locking in standard Neo-Hookean FEM simulations without resorting to higher order interpolation

    Fast Analytical Motion Blur with Transparency

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    We introduce a practical parallel technique to achieve real-time motion blur for textured and semi-transparent triangles with high accuracy using modern commodity GPUs. In our approach, moving triangles are represented as prisms. Each prism is bounded by the initial and final position of the triangle during one animation frame and three bilinear patches on the sides. Each prism covers a number of pixels for a certain amount of time according to its trajectory on the screen. We efficiently find, store and sort the list of prisms covering each pixel including the amount of time the pixel is covered by each prism. This information, together with the color, texture, normal, and transparency of the pixel, is used to resolve its final color. We demonstrate the performance, scalability, and generality of our approach in a number of test scenarios, showing that it achieves a visual quality practically indistinguishable from the ground truth in a matter of just a few milliseconds, including rendering of textured and transparent objects. A supplementary video has been made available online
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