Let's try this again, got bounced last time, but I wasn't subrscribed to the
list.

Another interesting read on this subject might be these technical pages from
the famous 3d animation/production studio Rythm & Hues:
http://www.rhythm.com/~ivan/mb.html

<http://www.rhythm.com/~ivan/mb.html>IMHO this is crucial for getting
blender internal renderer accepted as a production tool, as of now blender
users are stuck between two extremes. At one end we have the vector blur
technique, wich is extremely inaccurate as far as physically correct motion
blur goes, but wich produces fast results. And at the other end, we have the
multisample, render-the-whole-scene-a-specified-number-of-times. This
produces perfect accuracy given enough samples, but render times goes
through the rough. Imagine a airplane propeller, even 32 samples isn't
enough to produce a result without strobing.

I also found an interesting paper for motion blurring fluids, I can probably
dig it up if someone's interested :)

Best regards,
Nils Magnus

---------- Forwarded message ----------
From: Magnus Löfgren <lofgrenmeis...@gmail.com>
Date: 2010/1/9
Subject: Relevant Siggraph paper for Durian Rendering request (true 3d
motion blur)
To: bf-committers@blender.org


Hi,

I saw on the Durian requests page that the need for True 3d Motion Blur (ala
Renderman, Mental Ray, Mantra, Vray, etc) has come up.

If someone decides to take on this task of implementing better true motion
blur for blender to replace the old "MBLUR" oversampling method, Ive found a
paper that is of interest from Siggraph 2009 with some smart tricks for
reducing the amount of samples needed.

The abstract and a download link to the paper in .pdf format can be located
here: http://www.cs.columbia.edu/cg/mb/
It is of interest to locate and study the references in the paper aswell,
all the way back to the first Siggraph paper on motion-blur in the
mid-eighties.

Mvh
Magnus
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