Scalable High-Quality Motion Blur
and Ambient Occlusion


In this talk, the author will discuss advances and extensions to classic post-processing techniques for Motion Blur and Ambient Occlusion to be featured in an upcoming AAA videogame. The advances allow a dramatic increase in visual quality and reduction in objectionable artifacts while maintaining the performance of previous techniques. In some cases asset authoring costs are also reduced. The resulting techniques are scalable from current generation consoles to DirectX 11 by simply adjusting meaningful parameters. Specifically the presenter will discuss how carefully selecting fall-off functions for Ambient Occlusion and observing the phenomenological characteristics of Motion Blur can lead to substantial reductions in the computational cost of these otherwise expensive effects.

Selected Images and Videos


  author = {Michael Bukowski and Padraic Hennessy and Morgan McGuire and Brian Osman},
  title = {Scalable High-Quality Motion Blur and Ambient Occlusion},
  month = {August},
  year = {2012},
  booktitle = {SIGGRAPH 2012 Courses},
  url = {}