Motion blur insertion test?

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Joined: 02 Aug 2014, 12:27

Motion blur insertion test?

Post by silikone » 24 May 2019, 17:38

One kind of test that doesn't seem to be among the many available is a comparative showcase of using motion blur/anti-temporal aliasing, seeing as this is a hot subject in the context of video game rendering. The saying goes that games can look "weird" because individual frames with movement remain crisp, whereas movies naturally convey motion within frames due to the exposure times blending light from a short timeframe into a single sample.

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Re: Motion blur insertion test?

Post by Chief Blur Buster » 25 May 2019, 14:53

Those TestUFO additions could be good!

The combination of source-based motion blur versus persistence-based motion blur can be interesting.

Source blur and display blur is additive -- 1/30sec shutter (source blur) plus 1/60sec display persistence (destination blur) generates (1/30sec + 1/60sec) = 3/60sec combined motion blur.

Adding GPU motion blur effects is a way of adding source-based blurring to games. This can be good or bad depending on the situation.
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