Real motion blur

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Uploaded by on Nov 14, 2008

Per pixel real motion blur implemented in OpenGL. I took jittered samples when blurring to replace the low-frequency artifacts (banding) with high-frequency ones, much less noticeable.

The video is crappy, but in real life it looks a bit better than the motion blur in Crysis :P.

I based my implementation on this paper: http://developer.nvidia.com/docs/IO/8230/GDC2003_OpenGLShaderTricks.pdf

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Science & Technology

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Standard YouTube License

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Uploader Comments (arkano22)

  • Do youhave downloadable demos?

  • not yet but i plan to make them (the coding of these video examples is pretty ugly, they need a clean-up).

  • Cool... So, this is all your engine? Or is this modified from something else?

  • Yep, this is my own engine. That´s why it was all messy xD. However right now is better than when i took this video.

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  • I'm going to be working on an engine that uses real-time motion blur soon - do you have any source code available, or could you perhaps recommend some articles/books/papers that would get me up and running?

    Any tips greatly appreciated - and great work, btw! =D

  • @arkano22 i see a future develepor for cryengine 5. per pixel IS WAAAAAAY better than per object.

  • Yes, me too. It's one of my favorite effects. I love how it makes a game/video more limber.

  • is there a website to be up to date, if you wanna release demos or sth else?

  • ....I'll be watching this spot... :P

  • Holy crap, this is great!

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