Hybrid MBlur A Systematic Approach to Augment Rasterization with Ray Tracing for Rendering Motion Blur in Games Yu Wei Tan

2025-04-27 0 0 8.5MB 11 页 10玖币
侵权投诉
Hybrid MBlur: A Systematic Approach to Augment Rasterization with
Ray Tracing for Rendering Motion Blur in Games
Yu Wei Tan a, Xiaohan Cui band Anand Bhojan c
School of Computing, National University of Singapore, Singapore
{yuwei, cuixiaohan}@u.nus.edu, banand@comp.nus.edu.sg
Keywords: Real-time, Motion Blur, Ray Tracing, Post-processing, Hybrid Rendering, Games.
Abstract: Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of
the camera shutter and simulating its effect associated with the relative motion of scene objects. A common
real-time post-process approach is spatial sampling, where the directional blur of a moving object is rendered
by integrating its colour based on velocity information within a single frame. However, such screen space
approaches typically cannot produce accurate partial occlusion semi-transparencies. Our real-time hybrid ren-
dering technique leverages hardware-accelerated ray tracing to correct post-process partial occlusion artifacts
by advancing rays recursively into the scene to retrieve background information for motion-blurred regions,
with reasonable additional performance cost for rendering game contents. We extend our previous work with
details on the design, implementation, and future work of the technique as well as performance comparisons
with post-processing.
1 INTRODUCTION
We showcase a novel real-time hybrid rendering tech-
nique for the Motion Blur (MBlur) effect that com-
bines ray tracing and post-processing, exploiting ray-
traced information within a selection mask to reduce
partial occlusion artifacts in post-processed MBlur.
We provide a thorough illustration and evaluation of
hybrid MBlur, extending our published work (Tan
et al., 2020b) with the following additions:
Extensive discussion of the design and implemen-
tation details of hybrid MBlur.
Visual quality and performance evaluations of our
technique in comparison to post-processing.
Explanation of presented extensions and future
work to the approach.
1.1 Background Information
1.1.1 Hybrid Rendering
Ray tracing is a common approach to produce realis-
tic effects like glossy reflections, depth of field, and
ahttps://orcid.org/0000-0002-7972-2828
bhttps://orcid.org/0000-0002-6152-1665
chttps://orcid.org/0000-0001-8105-1739
motion blur. However, its high computation time has
limited its use mostly to offline rendering. On the
other hand, many post-process techniques have been
devised to approximate these effects on rasterized im-
ages to meet the constraint of interactive frame rates
for games, albeit with limited visual quality.
Given recent developments in hardware accelera-
tion, it is now the time to marry ray tracing with ras-
terization for games. Ray tracing can be employed
to correct certain visual flaws originating from pure
post-process approaches, while still adhering to the
performance budgets of real-time rendering. This re-
sults in more realistic and convincing graphics while
keeping the gaming experience interactive, enhancing
the overall immersion of the player in the game.
1.1.2 MBlur
MBlur is the streaking or smearing effect of objects
in the direction of relative motion with respect to the
camera. It is employed in cinematics to emphasize the
relative speed of moving objects, producing a blurring
effect as shown in Figure 1. The MBlur effect has
been used to express the speed of rapid movement, the
disoriented state of mind of a character, or the dream-
like quality of a scene.
In cameras, MBlur is produced with the choice of
exposure time or shutter speed, which is the duration
arXiv:2210.06159v1 [cs.GR] 11 Oct 2022
Figure 1: MBlur effect. Image from authors.
for which the camera shutter is open per second. This
duration directly correlates to the amount of time the
camera sensor is exposed to light. Hence, when the
exposure time is long, every resulting image does not
represent an instantaneous moment but rather, an in-
terval consisting of successive moments in time. An
object moving in relation to the camera will therefore
appear on multiple areas of the sensor over time, re-
sulting in a directional blur effect of the object corre-
sponding to its motion.
As described in Jimenez (2014), moving objects
blur both outwards and inwards at their silhouettes,
making the region around their silhouettes appear
semi-transparent. Outer blur represents an object’s
blur into its neighbouring background while inner
blur applies to the blur produced within the silhouette
of the object itself. According to Cook et al. (1984),
accurate motion blurring takes into account areas of
background geometry occluded by any blurred fore-
ground. Hence, realistic MBlur should have accu-
rate partial occlusion by recovering true background
colour in inner blur regions instead of approximat-
ing this colour like many post-process approaches.
Background colour recovery in MBlur also helps to
prevent inaccuracies between real and approximated
backgrounds for sharp and blurred regions respec-
tively. Hence, we employ ray tracing in our approach
to retrieve the exact colour of occluded background.
2 RELATED WORK
2.1 Hybrid Rendering
The use of ray tracing to complement rasterization
techniques to achieve high graphics quality while
maintaining interactive frame rates has been at-
tempted for several visual effects over the years. In
Beck et al. (1981) and Hertel et al. (2009), shadow
mapping is employed to mark shadow boundaries
and reduce the actual number of shadow rays to be
traced, of which only rays from regions deemed po-
tentially inaccurate by shadow mapping are traced
in Lauterbach and Manocha (2009) to generate pre-
cise and alias-free shadows. For realistic reflections,
Macedo et al. (2018) invokes ray tracing only on pix-
els with reflections that cannot be solved with just
screen space information. In Marrs et al. (2018), tra-
ditional temporal anti-aliasing (TAA) is also extended
with ray-traced supersampling for regions with a high
chance of TAA failure.
In Cabeleira (2010), diffuse illumination is com-
puted via rasterization while reflections and refrac-
tions are handled by ray tracing. In more general
pipeline approaches, Chen and Liu (2007) substitutes
the generation of primary rays in recursive ray tracing
(Whitted, 1979) with rasterization for improved per-
formance. This approach is extended in Andrade et al.
(2014) which adheres to a render time limit by tracing
rays only for objects of the highest importance.
2.2 MBlur
Current implementations of MBlur include the use of
an accumulation buffer. Within the exposure time
when the camera shutter is set to be open, a series
of discrete snapshots rendered at multiple time offsets
from the actual time value of the image is integrated to
produce MBlur such as in Korein and Badler (1983)
and Haeberli and Akeley (1990). However, as dis-
cussed in McGuire et al. (2012), this approach is com-
putationally expensive in terms of shading time. Fur-
thermore, in the case of undersampling, this method
can lead to a series of disjoint ghosting artifacts in the
direction of motion instead of a continuous blur.
Stochastic sampling (Cook, 1986) for MBlur is
a Monte Carlo technique based on Halton (1970)
in which sampling is performed in a randomized
and nonuniform manner along the time dimension.
McGuire et al. (2010) incorporates stochastic sam-
pling with ray tracing by conservatively estimating
the total convex hull bound for the area of each
moving triangle during the exposure time, leverag-
ing hardware rasterization. Stochastically distributed
rays are then shot into the scene within this bound for
shading. This approach makes use of distributed ray
tracing (Cook et al., 1984), where rays are distributed
in time and the colour at each hit point is averaged to
produce the final image.
Cook et al. (1987) translates micropolygons for
each sample according to a jittered time. On the
other hand, Fatahalian et al. (2009) and Sattlecker and
Steinberger (2015) achieve efficiency in performance
by extending the bounding box of each micropolygon
to consider its pixels and their associated velocities in-
stead. Hou et al. (2010) is an approach that makes use
of 4D hyper-trapezoids to perform micropolygon ray
tracing. Methods of approximating the visibility func-
tion to sample have also been devised such as in Sung
et al. (2002). However, as explained in Sattlecker and
Steinberger (2015), at low sample rates, these meth-
ods will also exhibit ghosting artifacts whereas in-
creasing the number of samples would lead to noise.
To produce the right amount of blur, some real-
time approaches like Rosado (2007), Ritchie et al.
(2010) and Sousa (2013) make use of per-pixel ve-
locity information by accumulating samples along the
magnitude and direction of velocities in the colour
buffer. Other techniques in Korein and Badler (1983),
Catmull (1984) and Choi and Oh (2017) accumulate
the colours of visible passing geometry or pixels with
respect to a particular screen space position while
Gribel et al. (2011) makes use of screen space line
samples instead. Potmesil and Chakravarty (1983)
represents the relationship between objects and their
corresponding image points as point-spread functions
(PSFs), which are then used to convolve points in
motion. Leimk¨
uhler et al. (2018) splats the PSF of
every pixel in an accelerated fashion using sparse
representations of their Laplacians instead. Time-
dependent edge equations, as explained in Akenine-
M¨
oller et al. (2007) and Gribel et al. (2010), and 4D
polyhedra primitives (Grant, 1985) have also been
used for MBlur geometry processing. Recently, a
shading rate-based approach involving content and
motion-adaptive shading in Yang et al. (2019) has also
been developed for the generation of MBlur.
In particular, attempts to simulate nonlinear
MBlur include Gribel et al. (2013) and Woop et al.
(2017). Our hybrid technique only considers linear
inter-frame image space motion for now, but we in-
tend to provide support for higher-order geometry
motion in the future. We also assume mainstream
ray tracing acceleration architecture widely available
in modern gaming workstations. The GA10x RT
Core of the newest NVIDIA Ampere architecture
provides hardware acceleration for ray-traced motion
blur (NVIDIA Corporation, 2021) but is only found in
the premium GeForce RTX 30 Series graphics cards.
3 DESIGN
Our hybrid MBlur approach, as illustrated in Fig-
ure 2, compensates for missing information in post-
processed MBlur with the revealed background pro-
duced by a ray trace-based technique.
A Geometry Buffer (G-Buffer) is first gener-
ated under a deferred shading set-up, rendering tex-
tures containing per-pixel information such as cam-
era space depth, screen space velocity and rasterized
colour. The same depth, velocity and colour infor-
mation for background geometry is produced by our
novel ray reveal pass within a ray mask for pixels in
the inner blur of moving foreground objects. A tile-
dilate pass is then applied to these 2 sets of buffers
to determine the sampling range of our gathering fil-
ter in the subsequent post-process pass. Both the ray-
revealed and rasterized output are blurred by this post-
process pass and lastly composited together.
3.1 Post-process
The McGuire et al. (2012) post-process MBlur ren-
ders each pixel by gathering sample contributions
from a heuristic range of nearby pixels. We adapt
this approach to produce a motion-blurred effect sep-
arately for rasterized and ray-revealed information.
As suggested in Rosado (2007), motion vectors
are given by first calculating per-pixel world space
positional differences between every frame and its
previous frame, followed by a translation to screen
space. By using the motion vector between the last
frame and the current frame, we simulate the expo-
sure time of one frame. Then, we follow the approach
of McGuire et al. (2012) in calculating the displace-
ment of the pixel within the exposure time by scal-
ing the inter-frame motion vector with the frame rate
of the previous frame as well as the exposure time.
Considering the full exposure as one unit of time,
this displacement can be interpreted as a per-exposure
velocity vector. This approach uses the assumption
that the motion vector of each pixel between the pre-
vious frame and the current frame remains constant
throughout the exposure time.
Jimenez (2014) is a technique that is based on
McGuire et al. (2012). As described in Jimenez
(2014), the major problems to be addressed when
producing a post-processed MBlur are the range of
sampling, the amount of contribution of each sam-
ple as well as the recovery of background geometry
information for inner blur. With our method for cal-
culating per-exposure velocities, we adopt McGuire
et al. (2012)’s approach in determining the magni-
tude of the sampling range and representing different
amounts of sample contribution, as illustrated in the
Appendix for completeness. As shown in Figure 3,
McGuire et al. (2012) centers the sampling area at
the target pixel, creating a blur effect both outwards
and inwards from the edge of the object. Although
this produces a more uniform blur for thin objects and
the specular highlights of curved surfaces, it poses the
problem of having to smoothen the transition between
摘要:

HybridMBlur:ASystematicApproachtoAugmentRasterizationwithRayTracingforRenderingMotionBlurinGamesYuWeiTana,XiaohanCuibandAnandBhojancSchoolofComputing,NationalUniversityofSingapore,Singaporefyuwei,cuixiaohang@u.nus.edu,banand@comp.nus.edu.sgKeywords:Real-time,MotionBlur,RayTracing,Post-processing,Hyb...

展开>> 收起<<
Hybrid MBlur A Systematic Approach to Augment Rasterization with Ray Tracing for Rendering Motion Blur in Games Yu Wei Tan.pdf

共11页,预览3页

还剩页未读, 继续阅读

声明:本站为文档C2C交易模式,即用户上传的文档直接被用户下载,本站只是中间服务平台,本站所有文档下载所得的收益归上传人(含作者)所有。玖贝云文库仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对上载内容本身不做任何修改或编辑。若文档所含内容侵犯了您的版权或隐私,请立即通知玖贝云文库,我们立即给予删除!
分类:图书资源 价格:10玖币 属性:11 页 大小:8.5MB 格式:PDF 时间:2025-04-27

开通VIP享超值会员特权

  • 多端同步记录
  • 高速下载文档
  • 免费文档工具
  • 分享文档赚钱
  • 每日登录抽奖
  • 优质衍生服务
/ 11
客服
关注