Original Post
Hello,
I decided to implement the object based motion blur the 'DX10' way (with geometry shader, vs the velocity texture).
I read the docs for DX10 SDK sample; they were clear enough - first you amplify the geometry "on both sides" using geometry shader, then you have to blur the texture for said geometry using anisotropic filtering.
However, when I took a look at the sample, it looked fishy. I checked the source, and found out they were not amplifying geometry AND bluring the texture; they were EITHER amplifying the geometry, OR bluring the texture, which doesn't make much sense?
Does anybody know what is going on here? What is the right way to do this?
Or rather, what is the best way to implement object based motion blur (real-time) for DX11 hardware?
I decided to implement the object based motion blur the 'DX10' way (with geometry shader, vs the velocity texture).
I read the docs for DX10 SDK sample; they were clear enough - first you amplify the geometry "on both sides" using geometry shader, then you have to blur the texture for said geometry using anisotropic filtering.
However, when I took a look at the sample, it looked fishy. I checked the source, and found out they were not amplifying geometry AND bluring the texture; they were EITHER amplifying the geometry, OR bluring the texture, which doesn't make much sense?
Does anybody know what is going on here? What is the right way to do this?
Or rather, what is the best way to implement object based motion blur (real-time) for DX11 hardware?