[Bf-committers] Fwd: Relevant Siggraph paper for Durian Rendering request (true 3d motion blur)

Brecht Van Lommel brecht at blender.org
Wed Feb 24 18:51:20 CET 2010


Hi,

Better motion blur would be great to have, as would dozens of other
rendering features. The problems isn't that we don't know how to do
it, just a matter of time.

Doing renderman style motion blur requires to do shading per vertex
instead of per pixel. This requires something like micropolygons or
simple triangle subdivision as in the linked page. It may not even be
a huge change to do this as most of the shading code would continue
working just fine, though it will have all kinds of small consequences
that would make this a time consuming thing to implement.

The motion vector method is actually very close to what the vector
blur node does in Blender. It includes some improvements like smarter
filling of holes, but indeed also still requires the use of render
layers to separate background from foreground..

Brecht.

On Wed, Feb 24, 2010 at 5:39 PM, Arne Schmitz <arne.schmitz at gmx.net> wrote:
> Am 24.02.2010 um 12:59 schrieb Nathan Vegdahl:
>
>> I suspect the kind of jittered sampling used for motion blur in other
>> renderers is not possible given Blender's rendering architecture.
>> Maybe if blender had an option to render with pure raytracing.  But
>> even then, there would have to be a lot of work put in to handle
>> moving geometry in an optimized way.
>
>
> What about the method which is linked two clicks away:
>
>        http://www.rhythm.com/~ivan/pdfs/sketch2007.pdf
>
> Basically they store a motion vector for each pixel, and blur the image afterwards. Easy to implement, better than simple image space blurs, but of course still with drawbacks: only the object which is frontmost in the concerned pixel gets blurred correctly. Occlusions and transparencies cannot be handled perfectly well.
>
> Cheers,
>
> Arne
>
> --
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