RE: [Algorithms] FPS Questions
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From: Graham S. R. <gr...@se...> - 2000-08-01 14:33:37
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> Also, consider motion blur. Without being too technically accurate about > how cameras work, lets simplify and state that a camera is actually > recording all the information available. Whilst it does chop up the 'real > stream' into (eg.) 24 fps, during each interval it is capturing the > remaining information by allowing light into its sensor (film etc) for the > full timeslice, resulting in motion blur. > > ie. motion blur actually represents all the 'missing' information in slow > fps media. That's why without it, computer graphics need a much > higher fps to get a similar feeling of smoothness. > -- > gl Yes, that's right. There is information in a real camera frame beyond just 24 fps of geometry positions that helps the eye extrapolate more detail. Such subtlety. Perhaps we can do with 60-100fps, but with at *least* 10 samples into an accumulation or T-buffer to get a nice, smooth (unbanded) motion blur effect. If we're actually redrawing entire scenes to get those 10 motion-blur samples (e.g., objects *and* the camera are moving), then we're once again up to sort of needing 500-1000 fps drawing rate. At least we can avoid the issue of monitors not being able to do huge, huge refresh rates. A bit easier to achieve if only a few small objects are moving, and the camera is not moving. Graham Rhodes |