  Motion blur is commonly used in game cinematics to achieve photorealism by
modelling the behaviour of the camera shutter and simulating its effect
associated with the relative motion of scene objects. A common real-time
post-process approach is spatial sampling, where the directional blur of a
moving object is rendered by integrating its colour based on velocity
information within a single frame. However, such screen space approaches
typically cannot produce accurate partial occlusion semi-transparencies. Our
real-time hybrid rendering technique leverages hardware-accelerated ray tracing
to correct post-process partial occlusion artifacts by advancing rays
recursively into the scene to retrieve background information for
motion-blurred regions, with reasonable additional performance cost for
rendering game contents. We extend our previous work with details on the
design, implementation, and future work of the technique as well as performance
comparisons with post-processing.
