中EN

Chapter 27. Motion Blur as a Post-Processing Effect — Gilberto Rosado

Markdown843 B 原始文件

Summary

Post-process motion blur without rewriting all shaders for velocity. Reconstruct world position from depth buffer + inverse view-projection; transform by previous frame VP; screen-space delta = velocity. Blur by sampling color along velocity and averaging.

Static/camera-only blur is free as post. Dynamic objects need separate velocity pass (current vs previous VP per pixel). Mask (alpha/separate RT) can keep cars sharp in racing games. Same depth→world trick also enables DoF/fog posts. Platforms without depth sampling can write depth to MRT/alpha.

引用这一章的笔记

输入关键词开始搜索

滚轮或双指缩放 · 拖动平移 · 双击放大 / 还原