nAo said:Those movies are done with their engine, but like GT3 intro, are not realtime.
I don't think they can do high quality motion blur in realtime
To perform 'real' motion blur one have to render a frame N times for all the time the camera shutter is open, not just blend together N frames from previous rendered frames. (that's just a low pass spatial/temporal filter)
Frame rate is not determined by the camera shutter speed.V3 said:Does that mean, when doing real motion blur as oppose to temporal filter, your frame rate is determined by the camera shutter speed ? Can you get N = 1, if you play with the camera shutter speed ? Can you explain abit more this real motion blur technique ?
nAo said:Frame rate is not determined by the camera shutter speed.V3 said:Does that mean, when doing real motion blur as oppose to temporal filter, your frame rate is determined by the camera shutter speed ? Can you get N = 1, if you play with the camera shutter speed ? Can you explain abit more this real motion blur technique ?
Given a sampling rate of the image, N samples fit in one frame.
How big is N? it depends on lot of parameters, like cel/ccd sensitivity, shutter opening end closing time, total amount of light in the scene, objects maximum speed, etc..
Making it simple you just sample N images and accumulate them in one image
ciao,
Marco
I can see it, but as I've said, that is the exact same kind of blurring you get due to motion artifacting while compressing a video stream, and by bringing the 60FPS footage down to 30FPS video, where frames get interpolated.How some of you can't see the motion blur in those videos?!
Well..maybe I have some kind of super eyes
Sorry, but it's not. It's obvious..at least to memarconelly! said:I can see it, but as I've said, that is the exact same kind of blurring you get due to motion artifacting while compressing a video stream, and by bringing the 60FPS footage down to 30FPS video, where frames get interpolated.
PC-Engine said:It confuses me why certain individuals automatically assume that the presence of texture aliasing automatically equates to realtime...
I don't know about some people, but I have seen texture aliasing in prerendered CG FMV.
On a similar note, CG using in game models and textures does not equate to realtime either ie GT2 intro.