RE: [Algorithms] FPS Questions
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From: Bass, G. T. <gt...@ut...> - 2000-08-01 21:37:14
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Algorithms folks, I'm surprised no one has mentioned thus far the most significant difference between movie frames and real-time gfx frames. I know I drag you all through this each time this discussion comes up, but I'll rehash once more. If you look at a single frame from a movie, you will notice that moving objects are blurred, since the film is exposed for a short period of time and records light reflected from moving objects continuously during that time. This is the well known "motion blur", which, incidentally, looks nothing at all like what 3dfx acheives with their T-buffer. Motion blur has the effect of connecting the multiple discrete images into a more complete recreation of motion as the eye is sequentially exposed to each frame, essentially creating a near overlap between each frame. Examination of a single frame rendered by a real-time gfx system will show something quite different. Objects in the single frame appear to be totally static, and there is no hint of motion. For this reason, higher framerates become important as 3D objects move more quickly across the screen, as these fast objects will appear more disconnected if allowed to move very far (in screenspace) before they are rendered again. A good example of this would be roadside objects in a driving game. As you pass lightpoles and other such goodies, they begin to cover screenspace very quickly near the outside edges of the screen, and may even appear to move backwards at certain speeds when the next object is closer to the location of the previous object from one frame to the next. Regards, Garett Bass gt...@ut... |