Temporal Voxel Buffer for Motion Blur Simulation
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing methods for simulating motion blur in computer animation, such as smearing techniques and vector-based approaches, face challenges like lost shading detail and high computational costs due to the need for storing motion information at each sample point.
Innovation Solution
The implementation of a temporal voxel buffer data structure that stores parameter values and associated time values for each voxel in a voxel grid, allowing for efficient simulation of motion blur by sampling parameter changes over time without requiring detailed motion information at render time.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If a smearing technique is used to distribute density values across voxels along motion vectors, then motion blur effect is achieved, but shading detail is lost
Solution Approach 1:
The patent segments the motion blur simulation process into two distinct phases: preprocessing (where the voxel grid is generated and motion information is captured in a temporal buffer) and rendering (where motion blur is applied by sampling the buffer). This segmentation allows shading details to be preserved in the voxel grid structure while motion blur is applied as a separate sampling operation, avoiding the loss of shading detail that occurs with traditional smearing techniques.
Solution Approach 2:
The patent performs preliminary action by pre-computing and storing motion information in a temporal voxel buffer during the preprocessing phase, before the actual rendering occurs. The voxel grid is generated with full shading detail, and motion trajectories are captured in the buffer. During rendering, motion blur is achieved by sampling this pre-computed buffer at multiple time points, eliminating the need for computationally expensive per-pixel motion calculations while preserving both shading detail and motion blur effects.
2Ease of operation
If vector-based motion information is stored at each sample point, then motion blur can be simulated during rendering, but computational cost and memory requirements increase
Solution Approach 1:
The patent extracts motion information from the detailed voxel grid and stores it separately in a temporal buffer during preprocessing. Instead of storing full vector-based motion information at each sample point during rendering, the system extracts essential motion trajectories and stores them in a compressed temporal buffer format. This extraction reduces memory requirements while maintaining the ability to simulate motion blur by sampling the buffer at multiple time points.
Solution Approach 2:
The patent creates a copy of motion information in the temporal voxel buffer during preprocessing, separating it from the main voxel grid data. This copy contains the essential motion trajectories needed for motion blur simulation. During rendering, the system samples this copied buffer data rather than accessing and processing full motion vectors at each sample point, significantly reducing computational cost and memory access requirements while preserving motion blur quality.
3Measurement precision
If detailed motion information is processed at render time, then accurate motion blur is achieved, but processing time and computational overhead increase
Solution Approach 1:
The patent performs preliminary action by pre-computing motion trajectories and storing them in the temporal voxel buffer during the preprocessing phase, before rendering begins. This allows the rendering process to simply sample pre-computed data from the buffer at multiple time points, achieving accurate motion blur without the computational overhead of calculating motion information in real-time during rendering. The heavy computational work is shifted to the preprocessing phase.
Solution Approach 2:
The patent creates a copy of motion information in the temporal buffer that can be efficiently sampled during rendering. This copied data structure allows for rapid access to motion trajectories at multiple time points without requiring complex computations during the rendering process. The system copies essential motion data into a format optimized for sampling, achieving both accuracy and speed.
Data Source
AI summary
Systems and methods can be used to generate data to be stored in a temporal voxel buffer. A renderer can receive at least one input primitive and a voxel grid. A sampling lattice can be generated based on the at least one input primitive and the sampling lattice can be shaded. Each voxel of the voxel grid can be sampled at a plurality of sample times and a plurality of sample positions within the voxel. A voxel buffer is generated for the voxel grid. The voxel buffer stores a voxel array in association with each voxel of the voxel grid based on the sampling.


