Nick Spolec
Newcomer
Didn't Metal Gear Solid 2: Substance (PC version) feature motion blur? Or was that just motion trailing?
Very good term, IMOarjan de lumens said:What ATI is doing with their 'temporal anti-aliasing' would IMO more correctly be referred to as a kind of 'temporal dithering'.
Xmas said:trinibwoy, every game exhibits temporal aliasing. Temporal aliasing are all the artifacts that show because you render images at discrete moments in time, not continuous (which is impossible)
The Baron said:Here's a question for you. Can you do a motion blur via Smartshader?
So you can only access a single frame. Thought so, was never really sure.Joe DeFuria said:The Baron said:Here's a question for you. Can you do a motion blur via Smartshader?
Not a true motion blur in the sense that it would do legitimate Temporal AA.
To do it properly, you'd need to have access to several frames of completed frame buffer data over a period of time. AFAIK, smartshader effects are limited to basically post processing a single frame of data.
Joe DeFuria said:I'll just expand on that a bit, for the benefit of those who may not understand the implications of what you said.
The "classic" demonstration of temporal aliasing artifacts is the "rotating wagon wheel." If you've ever seen a motion picture where there's a wagon wheel spinning, espcially as it's changing speed (or maybe helicopter blades is more relevant for today's time), you've seen the "the spokes look like they're moving slower...and actually spinning backwards!" When in reality you know they're moving forward very fast.
That is an aillustration of temporal aliasing. Because film is only captured at 24 FPS, you only get "24 snapshots per second" to try and convey the idea of motion, when the ideal is to have infinite frame rate.
Imagine a wagon wheel with only one spoke, turning at exaclty 24 revolutions per second. If you took a "snapshot" every 1/24th of a second...it would not look like it's moving at all.
With film, there is already some form of temporal AA, because shutter speed is not "instantaneous." This introduces motion blur, which is a form of temporal AA. The problem of Temporal aliasing with 3D rendering is much larger, because the computer draws a "perfectly non-blurred" image every frame, which would be the same as an instantaneous (infinitely small) shutter speed on movie cameras.
Flight sims and racing games. They both contain pretty obvious examples.trinibwoy said:Excellent explanation Joe. Thanks. Has anyone ever noticed this in a game though and if so tell me so I can go look for it
The Baron said:Flight sims and racing games. They both contain pretty obvious examples.trinibwoy said:Excellent explanation Joe. Thanks. Has anyone ever noticed this in a game though and if so tell me so I can go look for it
trinibwoy said:Excellent explanation Joe. Thanks. Has anyone ever noticed this in a game though and if so tell me so I can go look for it
http://www.beyond3d.com/forum/viewtopic.php?t=11889&start=422The Baron said:Here's a question for you. Can you do a motion blur via Smartshader?
Here's an example:trinibwoy said:What exactly is Temporal aliasing? Is it unwanted motion trails ala NFSU? Are there any games that exhibit this now or will it only become noticeable with HDR games as mentioned above?
John Reynolds said:Ailuros said:I've driven both cars and motorcycles at ludicrous speeds through the years and I know that real time doesn't definitely look even close to that.
Someone's watched Spaceballs a few too many times. 8)
A well known example in films/video are wagon wheels or helicopter blades going backwards instead of looking blurred.trinibwoy said:What exactly is Temporal aliasing?
I should think that all games with (fast) motion 'feature' it.....Are there any games that exhibit this now ?
trinibwoy said:Bolloxoid said:Temporal antialiasing = something that reduces temporal aliasing.
Spatial antialiasing = something that reduces spatial aliasing.
What exactly is Temporal aliasing? Is it unwanted motion trails ala NFSU? Are there any games that exhibit this now or will it only become noticeable with HDR games as mentioned above?
Chalnoth said:As another example than you can test yourself effortlessly, wave your hand in front of the monitor, then wave it in front of the wall. You should notice that something looks very different when it's waved in front of the monitor: you'll see your hand in multiple discreet steps, instead of a smooth blur (note: this will only work with a CRT, not a flat-panel).