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
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