A lot of research has been done to improve the algorithms that add motion blur to images that
do not contain it[Brostow and Essa, 2001, Fischer et al., 2006]. Navarro et al. [2011a] presents research
into the perception of motion blurred images, achieving a method that reduces the computing
requirements of the motion blur rendering process. They explore psychophysical experiments and
conclude that in certain cases, images can be rendered using aggressive simplications without degrading
the perceived quality. These simplications can be applied to object material and speed,
shutter speed of the virtual camera, and the antialiasing levels applied by the rendering algorithm.
Though their method shows dierent results, when compared side by side with other computationally
heavy algorithms, they are perceptually indistinguishable when played under their experiments
conditions. Rosado [2007]analyses a method of applying motion blur as a post-processing eect in
games, considering motion blur to be important as it helps to smooth out a game's appearance. This
is especially signicant when the game is rendered at 30fps or less. He also highlights how it is a vital
eect in racing games, due to the perceived increase in realism and sense of speed