Hello everyone,
After watching some videos of the currently-in-work Project Offset - which, by the way, looks to be awesomely-eye-candily-gorgeous - I was intrigued on how they managed to achieve a real-time motion blur solution "based on passes". It looks great, obviously, and I was enticed to find out how to achieve a similar result by using our all-familiar Blitz3D.
I know what you are going to say to me, "search in the code archives", as there are some (allegedly) motion blur simulations. What these really are, are actually Slow-Motion type of effects, or Ghosting, if you will. There hasn't been any true Motion Blur simulation - so far, these attempts waste processor time (ok, not so much), and aren't that much good looking either.
What I come to ask of you, is some pseudo-code as to what to do to accomplish a portraial of true-motion blur. So far, I've managed to think about having a series of plates (same as Quads or Sprites), all in the same physical position, but with 'complementary' alphas ( meaning each plate will have an alpha of 1/number of plates ). The first plate will always have the current render, the second will have the previous frame, the third, the frame before that, etc. - all of them adding up to create an alpha 1 solid picture, but with the motion blur effect. Well, in theory, that would work great, but when I tried to actually do it, let's just say I "epically failed".
Any comments/suggestions/acknowledgements/jokes?
After watching some videos of the currently-in-work Project Offset - which, by the way, looks to be awesomely-eye-candily-gorgeous - I was intrigued on how they managed to achieve a real-time motion blur solution "based on passes". It looks great, obviously, and I was enticed to find out how to achieve a similar result by using our all-familiar Blitz3D.
I know what you are going to say to me, "search in the code archives", as there are some (allegedly) motion blur simulations. What these really are, are actually Slow-Motion type of effects, or Ghosting, if you will. There hasn't been any true Motion Blur simulation - so far, these attempts waste processor time (ok, not so much), and aren't that much good looking either.
What I come to ask of you, is some pseudo-code as to what to do to accomplish a portraial of true-motion blur. So far, I've managed to think about having a series of plates (same as Quads or Sprites), all in the same physical position, but with 'complementary' alphas ( meaning each plate will have an alpha of 1/number of plates ). The first plate will always have the current render, the second will have the previous frame, the third, the frame before that, etc. - all of them adding up to create an alpha 1 solid picture, but with the motion blur effect. Well, in theory, that would work great, but when I tried to actually do it, let's just say I "epically failed".
Any comments/suggestions/acknowledgements/jokes?


