Re: [Algorithms] FPS Questions
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From: Stephen J B. <sj...@li...> - 2000-08-02 14:18:09
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On Wed, 2 Aug 2000, gl wrote: > > > executable) that perfectly demonstrate why accumlation buffer blur is > > > > 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. > > Good point. But then of course you need to supersample the framerate. > Which brings us neatly back to why we need higher fps in the first place. Well, strictly, you should still use motion blur even at 60Hz or higher because motion blur is really just *temporal* antialiasing. The canonical example is that even on 60Hz systems, a rapidly spinning wheel will appear to slow down or run backwards when it revolves at speeds higher than 60Hz (or 60Hz divided by the rotational symmetry of the wheel). Motion blur is the way to fix that - and in theory, you always need it in any system that has a discreet 'frame rate'. Unfortunately, doing *good* motion blur (not just averaging together a bunch of static images - which doesn't really fix the temporal antialiasing problem) is incredibly difficult - you really have to render in four dimensions or something. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |