IEEE Computer Graphics and Applications
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Feline: fast elliptical lines for anisotropic texture mapping
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SPAF: sub-texel precision anisotropic filtering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
IEEE Transactions on Visualization and Computer Graphics
Temporal anti-aliasing in computer generated animation
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Modeling motion blur in computer-generated images
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
ACM SIGGRAPH 2010 Talks
Real-time stochastic rasterization on conventional GPU architectures
Proceedings of the Conference on High Performance Graphics
Hierarchical stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
A reconstruction filter for plausible motion blur
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Adaptive image space shading for motion and defocus blur
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
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The anisotropic filtering offered by current graphics hardware can be employed to apply motion blur to textures. The solution proposed here uses a standard texture together with a vertex and a pixel shader acting on a mesh with augmented vertex data. Our method generalizes the usual spatial anisotropic MIP mapping to also include temporal effects. It automatically processes any time series of affine 3D transformations of an object. The application fields include animations containing 2D lettering as well as objects such as spoke wheels that are cookie-cut from large polygons using an alpha channel. We present two different implementations of the technique.