Simulating motion blur, post BMRT2.6...

Simulating motion blur, post BMRT2.6...

Post by John Irwi » Wed, 26 Jun 2002 19:02:22



This may be slightly off-topic, so apologies if you're just not
interested.

I have rendered a sequence of images using BMRT2.6 as part of an
animation running at 100 frames per second. That's a high frame-rate, I
know, but my animated objects are pretty nifty too, and in the absence
of motion blur in BMRT2.6 I thought I should run at that speed to try to
compensate. However, I'm finding it difficult creating a digital video
which can run at that speed and maintain image quality, so I started to
wonder if there are any practical schemes I could employ to simulate
motion blur by combining multiple frames, and thus reducing the the
number of frames. For example, combining every 4 frames in some way, and
running the animation at 25fps.

Many thanks for any help provided.

John.

 
 
 

Simulating motion blur, post BMRT2.6...

Post by Moritz Moelle » Wed, 26 Jun 2002 21:44:09



> [...]  so I started to
> wonder if there are any practical schemes I could employ to simulate
> motion blur  [...]

If you don't use any fancy GI or raytracing stuff, why not switch to
AQSIS or 3Delight which are both free and do support motion blur?

Cheers,

Moritz

 
 
 

Simulating motion blur, post BMRT2.6...

Post by John Irwi » Fri, 28 Jun 2002 02:05:09


Ah yes, 3Delight. I have been tempted by this implementation, but the
fact that it doesn't support area lights put me off (I was well into
using BMRT by this time). I wanted the arealights feature so that I
could get soft shadows (real ones, not blurred shadow maps). So it was a
choice between motion blur and soft shadows; I choose the latter.

Anyway, I've now had a quick look at 3Delight's motion blur and I came
away a little disappointed. Maybe there's something I'm missing, but it
seems that both the Shutter (open & close), and the time interval over
which the Motion block is evaluated, are ignored. So motion blur occurs
over the whole frame interval (is that realistic?). The time sampling is
crude too, and I couldn't see any way of specifying the sampling rate
(in the same way I can set the rate for shadow sampling in BMRT). Anyone
out there managed to achieve smooth motion blur with 3Delight?

John.



> > [...]  so I started to
> > wonder if there are any practical schemes I could employ to simulate
> > motion blur  [...]

> If you don't use any fancy GI or raytracing stuff, why not switch to
> AQSIS or 3Delight which are both free and do support motion blur?

> Cheers,

> Moritz

 
 
 

Simulating motion blur, post BMRT2.6...

Post by Aghil » Sat, 29 Jun 2002 10:44:59


Hi John,

Quote:> Anyway, I've now had a quick look at 3Delight's motion blur and I came
> away a little disappointed. Maybe there's something I'm missing, but it
> seems that both the Shutter (open & close), and the time interval over
> which the Motion block is evaluated, are ignored. So motion blur occurs
> over the whole frame interval (is that realistic?). The time sampling is

Yes, sorry about this problem in the current implementaion. It will be
fixed shortly.

Quote:> crude too, and I couldn't see any way of specifying the sampling rate
> (in the same way I can set the rate for shadow sampling in BMRT). Anyone
> out there managed to achieve smooth motion blur with 3Delight?

Motion blur "smoothness" is directly linked to oversampling,
specifying a higher 'PixelSamples' will produce better results.

Aghiles Kheffache

 
 
 

Simulating motion blur, post BMRT2.6...

Post by John Irwi » Sun, 30 Jun 2002 00:23:10


Quote:> > Anyway, I've now had a quick look at 3Delight's motion blur and I came
> > away a little disappointed. Maybe there's something I'm missing, but it
> > seems that both the Shutter (open & close), and the time interval over
> > which the Motion block is evaluated, are ignored. So motion blur occurs
> > over the whole frame interval (is that realistic?). The time sampling is

> Yes, sorry about this problem in the current implementaion. It will be
> fixed shortly.

Excellent.

Out of interest, what is the correct way to specify motion blur, keeping
in mind the operation of a real motion picture camera? Assuming a camera
running at 24 fps, then I would guess that each frame is exposed for a
period less than 1/24 seconds, depending on the aperature and the scene
being recorded, but never longer than this (though I don't know how that
could be physically done!). Is that right?

Quote:> Motion blur "smoothness" is directly linked to oversampling,
> specifying a higher 'PixelSamples' will produce better results.

I eventually discovered this when I was experimenting with the
performance of 3Delight's pixel filters and comparing them to BMRT's.
Using the gaussian and sinc filters, I found 3Delight to produce
visually better results, the sinc filter was particularly sharp and
artifact-free. So there must be a bug in BMRT's sinc filter function
(see my comment in message "Image antialiasing with BMRT"). Does anyone
want to confirm this? The rendering speed of 3Delight was also much
faster than BMRT (as expected, reyes vs. ray-tracing) so I was not
afraid of using denser pixel sampling and filtering. Nice!

John.

 
 
 

Simulating motion blur, post BMRT2.6...

Post by Rick LaMon » Sun, 30 Jun 2002 04:13:11



> So there must be a bug in BMRT's sinc filter function.
> Does anyone want to confirm this?

This thread confirms it:

    http://groups.google.com/groups?ie=ISO-8859-1&as_usubject=sinc%20bmrt

Rick LaMont
Dot C Software, Inc.
http://www.dotcsw.com/

 
 
 

Simulating motion blur, post BMRT2.6...

Post by Will » Mon, 01 Jul 2002 03:46:58


Quote:>Out of interest, what is the correct way to specify motion blur, keeping
>in mind the operation of a real motion picture camera? Assuming a camera
>running at 24 fps, then I would guess that each frame is exposed for a
>period less than 1/24 seconds, depending on the aperature and the scene
>being recorded, but never longer than this (though I don't know how that
>could be physically done!). Is that right?

You would just have to build some sort of camera that allowsmultiple frames to
be simultaneously exposed to the scene.  I can't think of any particular use
for the significant engineering problems that this would propose, so the design
of the camera is, of course left to the reader.  (And maybe Dr. Seuss...)
------------------
What good is knowledge if you can't torment others with it?   --Paul W. DeMone
 
 
 

Simulating motion blur, post BMRT2.6...

Post by Stephen H. West » Wed, 03 Jul 2002 01:07:44



> > > Anyway, I've now had a quick look at 3Delight's motion blur and I came
> > > away a little disappointed. Maybe there's something I'm missing, but it
> > > seems that both the Shutter (open & close), and the time interval over
> > > which the Motion block is evaluated, are ignored. So motion blur occurs
> > > over the whole frame interval (is that realistic?). The time sampling is

> > Yes, sorry about this problem in the current implementaion. It will be
> > fixed shortly.

> Excellent.

> Out of interest, what is the correct way to specify motion blur, keeping
> in mind the operation of a real motion picture camera? Assuming a camera
> running at 24 fps, then I would guess that each frame is exposed for a
> period less than 1/24 seconds, depending on the aperature and the scene
> being recorded, but never longer than this (though I don't know how that
> could be physically done!). Is that right?

From my ancient copy of the American Cinematographer Manual (1973
edition). it seems that a typical motion picture camera is limited to
about 50% open time. This is specified in degrees (out of the full
circle of shutter rotation): 180 seems to be a practical limit. I
suspect that cameras have been built to exceed this, but aren't in
common use. Some cameras are adjustable shutters; a 35mm VistaVision
camera (much beloved of the ILM folks) can be set from 0 to 195
degrees. A standard Mitchell is listed as 0-170. Some are fixed at
180.

So for starters, having the shutter open for half the frame time ought
to be about right.

I heard a story that "Tron" was shot with a shutter angle of 5
degrees, as the CGI elements couldn't be motion-blurred. This required
extremely high light levels; supposedly one night they left the stage
doors open and were visible from the Space Shuttle. I haven't been
able to confirm or disprove this, however.

<snip>

--
-Stephen H. Westin
Any information or opinions in this message are mine: they do not
represent the position of Cornell University or any of its sponsors.

 
 
 

Simulating motion blur, post BMRT2.6...

Post by Rick LaMon » Wed, 03 Jul 2002 05:06:40



> I heard a story that "Tron" was shot with a shutter angle of 5
> degrees, as the CGI elements couldn't be motion-blurred. This required
> extremely high light levels;

Most of the black and white footage was shot with a 90 degree shutter.  The
normal key light was around 1,000 footcandles but sometimes got up to 8,000
footcandles.  Bounce light was also measured in thousands of footcandles.

Quote:> supposedly one night they left the stage
> doors open and were visible from the Space Shuttle. I haven't been
> able to confirm or disprove this, however.

The schedules don't match up.  Principal photography for Tron lasted 60 days from
May through July, 1981.  That falls between the first (April 1981) and second
(November 1981) voyages of the Space Shuttle.

There's another story that the City of Burbank threatened to shut down the studio
if they continued to draw 12,000 amps, but the matter was resolved in 45 minutes.

References:
    http://www.tron-movie.com/publications/american-cinematographer/
    http://www.tron-movie.com/p-kit/production_information.htm
    http://www.spaceflight.nasa.gov/shuttle/archives/year1981.html

Rick LaMont
Dot C Software, Inc.
http://www.dotcsw.com/

 
 
 

1. Q:Simulating Motion Blur


Distribute the rays over time. That is, for each pixel, shoot several
rays with a different time stamp on each. Then position your objects in
slightly different positions at each time stamp. That way rays near the
edge of an object will hit the object or miss it depending on their
timestamp. These rays get summed and presto! you have motion blur.


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