Journal "Software Engineering"
a journal on theoretical and applied science and technology
ISSN 2220-3397
Issue N4 2020 year
The paper presents methods and approaches for distributed visualization of three-dimensional virtual scenes with imitation of motion blur effect arising because simulated surveillance devices or objects in their field of view move with high speed. The effect is implemented by means of post-processing images of virtual environment on a GPU using a special fragment shader. This shader blurs an input image based on velocity vector (in screen space coordinate system) at each pixel. For static scenes, where only a virtual camera can move and rotate, the proposed solution is a completely separate stage executed after common scene rendering. Velocity vectors are computed from depth buffer data at this stage. In the case of dynamic virtual scenes, it also requires minor changes of the main fragment program to calculate velocity vectors and save them in a data texture read by motion blur shader. Based on methods and algorithms proposed in this work, software modules were implemented. Approbation of these modules in the visualization system, which was developed in Scientific Research Institute for System Analysis of the Russian Academy of Sciences, showed that created methods and algorithms for motion blur simulation meet high requirements of real-time visualization. The modules use distributed computing by means of multicore GPU, provide real-time rendering of complex virtual scenes, and can have practical application in visualization systems for simulation-training complexes, virtual environment systems etc.