The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Curve intersection using Be´zier clipping
Computer-Aided Design - Special Issue: Be´zier Techniques
Curves and surfaces for CAGD: a practical guide
Curves and surfaces for CAGD: a practical guide
Graphics Gems
Graphics Gems V: MacIntosh Versiion
Graphics Gems V: MacIntosh Versiion
IEEE Transactions on Visualization and Computer Graphics
Antialiasing with Line Samples
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Numerical Recipes 3rd Edition: The Art of Scientific Computing
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Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur
Proceedings of the Conference on High Performance Graphics
A lazy object-space shading architecture with decoupled sampling
Proceedings of the Conference on High Performance Graphics
Analytical motion blur rasterization with compression
Proceedings of the Conference on High Performance Graphics
High-quality spatio-temporal rendering using semi-analytical visibility
ACM SIGGRAPH 2011 papers
Clipless dual-space bounds for faster stochastic rasterization
ACM SIGGRAPH 2011 papers
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Hierarchical stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Adaptive image space shading for motion and defocus blur
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
High-quality parallel depth-of-field using line samples
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
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A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other non-linear characteristics. To that end, we present a higher-order representation of vertex motion based on Bézier curves, which allows for more complex motion paths, and we derive the necessary mathematics for these. In addition, we extend previous work to handle higher-order motion by developing a new tile vs. triangle overlap test. We find that our tile-based rasterizer outperforms all other methods in terms of sample test efficiency, and that our generalization of an interval-based rasterizer is often fastest in terms of wall clock rendering time. In addition, we use our tile test to improve rasterization performance by up to a factor 5× for semi-analytical motion blur rendering