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Ton Roosendaal f45546a1d3 iImage based Vector Blur
After a couple of experiments with variable blur filters, I tried
a more interesting, and who knows... original approach. :)

First watch results here:
http://www.blender.org/bf/rt0001_0030.avi
http://www.blender.org/bf/hand0001_0060.avi

These are the steps in producing such results:

- In preprocess, the speed vectors to previous and next frame are
  calculated. Speed vectors are screen-aligned and in pixel size.
- while rendering, these vectors get calculated per sample, and
  accumulated in the vector buffer checking for "minimum speed".
  (on start the vector buffer is initialized on max speed).

- After render:
- The entire image, all pixels, then is converted to quad polygons.
- Also the z value of the pixels is assigned to the polygons
- The vertices for the quads use averaged speed vectors (of the 4
  corner faces), using a 'minimum but non-zero' speed rule.

  This minimal speed trick works very well to prevent 'tearing' apart
  when multiple faces move in different directions in a pixel, or to
  be able to separate moving pixels clearly from non-moving ones

- So, now we have a sort of 'mask' of quad polygons. The previous steps
  guaranteed that this mask doesn't have antialias color info, and has
  speed vectors that ensure individual parts to move nicely without
  tearing effects. The Z allows multiple layers of moving masks.

- Then, in temporal buffer, faces get tagged if they move or not
- These tags then go to an anti-alias routine, which assigns alpha
  values to edge faces, based on the method we used in past to antialias
  bitmaps (still in our code, check the antialias.c in imbuf!)

- finally, the tag buffer is used to tag which z values of the original
  image have to be included (to allow blur go behind stuff).

- OK, now we're ready for accumulating! In a loop, all faces then get
  drawn (with zbuffer) with increasing influence of their speed vectors.
  The resulting image then is accumulated on top of the original with a
  decreasing weighting value.

It sounds all quite complex... but the speed is still encouraging. Above
images have 64 mblur steps, which takes about 1-3 seconds per frame.

Usage notes:

- Make sure the render-layer has passes 'Vector' and 'Z' on.
- add in Compositor the VectorBlur node, and connect the image, Z and
  speed to the inputs.
- The node allows to set amount of steps (10 steps = 10 forward, 10 back).
  and to set a maximum speed in pixels... to prevent extreme moving things
  to blur too wide.
2006-02-06 22:11:50 +00:00
bin/.blender Bugfix #2094 2005-01-05 10:27:48 +00:00
config ==SCons== 2006-02-05 17:58:08 +00:00
doc ==SCons== 2006-02-06 06:52:24 +00:00
extern ==SCons== 2006-02-05 18:48:01 +00:00
intern mem_in_use can be victim to C++ name mangling on some platforms... 2006-02-05 23:46:55 +00:00
po changed: 2005-11-02 15:59:14 +00:00
projectfiles 1. making RenderData, xrect, yrect parameters in AviCodec calls 2006-01-29 17:46:19 +00:00
projectfiles_vc7 Radiance HDR image file includes 2005-11-21 19:16:52 +00:00
release - Removed workarounds for Blender 2.41 2006-02-06 14:23:55 +00:00
source iImage based Vector Blur 2006-02-06 22:11:50 +00:00
tools ==SCons== 2006-02-05 22:11:04 +00:00
COPYING Biiig commit! Thanks to 2-3 weeks of cvs freeze... 2004-12-27 19:28:52 +00:00
Makefile Clean up for Makefiles: some of the directories were being printed 2005-04-09 22:40:34 +00:00
README Test commit, nothing to see here. 2004-08-24 02:51:07 +00:00
SConstruct ==SCons== 2006-02-06 12:47:11 +00:00

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