Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Polygon-based post-process motion blur
The Visual Computer: International Journal of Computer Graphics - Special issue on computer animation 1989/90
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Spatial anti-aliasing for animation sequences with spatio-temporal filtering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
Statistically optimized sampling for distributed ray tracing
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Antialiasing through stochastic sampling
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Integrated analytic spatial and temporal anti-aliasing for polyhedra in 4-space
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A two-and-a-half-D motion-blur algorithm
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Splatting Errors and Antialiasing
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
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
Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
An analytic visible surface algorithm for independent pixel processing
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Vector median splatting for image based rendering
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part II
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
GPU-accelerated volume splatting with elliptical RBFs
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
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In this paper we show how to extend point-based surface rendering to illustrate object motion. We do this by first extruding the circular points into ellipsoids, which fill the space traced out by the points in motion. Using ellipsoids instead of cylinders achieves a low-passing effect of the motion trail. We then find the screen-space projection of each ellipsoid, which is an ellipse. These can be rendered conveniently using hardware acceleration. Our technique thus facilitates the rendering of complex objects with real-time motion blur. It gives the viewer a sharply rendered object together with the hint of the direction of motion. The construction of the motion blur trails can be based on different rendering primitives, as is also discussed in the paper. Various trail textures are presented to achieve artistic rendering results.