On Prism-based Motion Blur and Locking-proof Tetrahedra

Sammanfattning: Motion blur is an important visual effect in computer graphics for both real-time, interactive, and offline applications. Current methods offer either slow and accurate solutions for offline ray tracing applications, or fast and inaccurate solutions for real-time applications. This thesis is a collection of three papers, two of which address the need for motion blur solutions that cater to applications that need to be accurate and as well as interactive, and a third that addresses the problem of locking in standard FEM simulations. In short, this thesis deals with the problem of representing continuous motion in a discrete setting. In Paper I , we implement a GPU based fast analytical motion blur renderer. Using ray/triangular prism intersections to determine triangle visibility and shading, we achieve interactive frame rates. In Paper II , we show and address the limitations of using prisms as approximations of the triangle swept volume. A hybrid method of prism intersections and time-dependent edge equations is used to overcome the limitations of Paper I. In Paper III , we provide a solution that alleviates volumetric locking in standard Neo-Hookean FEM simulations without resorting to higher order interpolation.

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