Re: [Algorithms] FPS Questions
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From: Stephen J B. <sj...@li...> - 2000-08-02 16:39:55
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On Wed, 2 Aug 2000, Stephen J Baker wrote: > 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 ^^^^^^^^^^^^^ Ooops! That should be 30Hz. *Half* the frame rate. > 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'. 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 |