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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!cis.ohio-state.edu!pacific.mps.ohio-state.edu!linac!uchinews!news
- From: greg@zaphod.uchicago.edu (Greg Kuperberg)
- Subject: What motion blur does for you.
- Message-ID: <1992Dec21.171731.26731@midway.uchicago.edu>
- Sender: news@uchinews.uchicago.edu (News System)
- Organization: Dept. of Mathematics, U. of Chicago
- Date: Mon, 21 Dec 1992 17:17:31 GMT
- Lines: 20
-
- In a previous article,
- Re: Jerky Animation (Was: The Correct Way to Control Game Speed),
- I discussed motion blur and a way to achieve it with sprites in a simple
- case. I mentioned that motion blur is the best possible approximation
- for the human eye to true visual motion. I should qualify this a little.
-
- If you consistently follow a motion-blurred object with your eye as it
- moves across the screen, it will not look particularly better than
- a non-blurred moving object. The win of motion blur is when your mind
- is following the object but your eye is fixed, which is what will
- usually happen when you view an animation.
-
- The reason that motion-blur is right is that your eye is a
- continuously open camera; it has no oscillating shutter as movie
- projectors or high-speed cameras do. The persistence of an image
- in your retina is about a tenth of a second, and the only way
- your mind knows that an object in your field of vision is moving is
- that its image is blurred. Your mind de-blurs the image. An unblurred
- moving object in an animation makes the image processing in your head
- think that the object is changing position without moving.
-