Re: [Algorithms] Frame independent Camera Shake
Brought to you by:
vexxed72
From: Andy F. <pad...@ob...> - 2009-12-21 15:10:30
|
Damping would be important to a realistic effect. Scale the sine impulses by a square or cubic function with a decay of around a second. As Will says, the blur simulates high frequency shake, so you don't really need to add higher harmonics onto your sine waves if you have that - make it proportional to the rms amplitude of the movement. Andy On Mon, Dec 21, 2009 at 11:57:11PM +1300, Will Vale wrote: > > If you have the ability to blur your output image, you can layer this on > top of camera shake in very small amounts - e.g. one frame of blur when > you hit something. It can be quite effective - I reckon it looks like high > frequency shake, as a counterpoint to the (relatively) low frequency shake > provided by moving the camera. > > If you already have *motion* blur there isn't much point, but there are > platforms where that isn't practical still. > > Will > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |