3 ms·
I read through it and got the sense that it just jumped into one particularly odd special case bag of crazy after providing a clean explanation of motion blur a
by chaboud 3y ago
I read through it and got the sense that it just jumped into one particularly odd special case bag of crazy after providing a clean explanation of motion blur as a function of shutter-angle (exposure window). I'm glad it wasn't just the glass of wine I finished.
I've played with motion blur as a function of projection of 4D extrusions a few times, but the practical context (video, textures) ends up leaving it an impractical approach when compared to sampling in hardware with caching. This write up leaves me thinking "maybe just one more time".
- pierrec 3y agoIf you're working with triangle meshes, I think the approach of extruding triangles into prisms looks promising. It allows drawing arbitrarily long trails with OK performance. Sadly it did not match the constraints of cramming the whole scene into a shader, hence the weirder volume-based techniques. Fast analytical motion blur with transparency: https://www.sciencedirect.com/science/article/pii/S0097849321000066 https://www.sciencedirect.com/science/article/pii/S009784932...
- chaboud 3y agoI played with an approach like Gribel in a software abuffer engine years ago, where coverage fragment lists were already part of the picture. Combined with video textures, it's fair to say that my result was... slow. But I'm more and more inclined to take another crack at it.