“…The numerous rendering methods that have been proposed can be classified into (a) analytic methods that use a closed form solution (Korein & Badler, 1983;Grant, 1985), (b) geometric substitution that substitute the original geometry with alternative geometric primitives for which temporal changes are followed (Catmull, 1984;Glassner, 1988;Guan & Mueller, 2004;Jones & Keyser, 2005; Schmid, Sumner, Bowles, & Gross, 2010) (c) texture clamping, which originally targets the elimination of aliasing effects (Loviscach, 2005) Chen, Doggett, & Durand, 2010), (e) post-processing methods that are screen space methods that use selected pre-renders of a scene blurred by using motion information from available scene data, decoupling motion blurring from rendering (Max & Lerner, 1985;Chen & Williams, 1993;Zheng, Koestler, Thuerey, & Ruede, 2006;Vlachos, 2008;Sousa, 2008), (f) hybrid techniques (Sung, Pearce, & Wang, 2002) and (g) physics-based approaches that exploit mechanics and optics to device models for motion blur simulation (Lin & Chang, 2006;Telleen, Sullivan, Yee, Wang, Gunawardane, Collins, & Davis, 2007;Pachur, Laue, & Roefer, 2009).…”