RE: [Algorithms] FPS Questions
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From: Tom F. <to...@mu...> - 2000-08-02 11:06:37
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There's a fade in as well as a fade out. Motion blur is "forwards" as well as backwards. The exception to this is bright lights that "burn" the retina (they don't really) - they don't have a fade-in, just a fade-out (as the retina cells recover). But they're special cases - most stuff fades in as well as out, so a straight summing of n rendered frames, each with timestamps distributed over period is the right thing to do. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Jim Offerman [mailto:j.o...@in...] > Sent: 02 August 2000 08:18 > To: gda...@li... > Subject: Re: [Algorithms] FPS Questions > > > > you can use a accumulation buffer (or t buffer) to do proper motion > blur... > > there's nothing that prevents you from using it to do the > averaging of the > > multiple frames for each displayed frame, and that's > probibly the best way > > to go about it. > > To simulate motion blur, rather than average a few frames, > shouldn't we have > a function like: > > P(1) = R(1) - C * P(0) > > Where P(0) and P(1) are the color values of some pixel in the > (accumulation) > buffer at t = 0 and t = 1 and R(1) is the color value for the > same pixel, > resulting from the rendering of a frame at t = 1. C is a > constant, which > controls the decay of light / the amount of motion blur. > > Note that P(2) = R(2) - C * P(1) = R(2) - C * (R(1) - C * > P(0)) and so forth > for P(3) to P(n). > > Probably (and I am guessing here), C shouldn't be a constant > at all, but > rather dependent on the velocity (both linear and radial) of > the viewer, as > I think that motion blur increases with velocity. > > Jim Offerman > > Innovade > - designing the designer > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |