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Article #1281Re: ID, easy motion blur!
From: nyb... Jason W. Nyberg
Date: Thu, 13 Jan 1994 01:22
Date: Thu, 13 Jan 1994 01:22
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ccar...@magnus.acs.ohio-state.edu (Christian A Carollo) writes: /You're comparing two completely different ways of doing animation : /pre-rendered and stored on disk and real-time calculated. With the enormous /amount of frames and incredible resolution of JP, it is qute obvious that it /will take TONS of disk space and FAST processors (if they want to get it done /in a reasonable time frame)...however, if someone came up with a FAST /motion-blur algrythm (that would also fit in VGA's crappy 256 color palette), /then we could be seeing some smooth _realtime-calculate_ animation. [You must be responding to someone's post about JP...] I don't expect the quality of 4d, stochastically sampled ratracing in DOOM. Someone else mentioned overlapping the current frame with the last. This is close to what I was getting at. Doing it this way provides no extra information and slows the process down a little from the overlay step. B5, like someone said, _does_ use motion blurring. T minus 14 days and counting! -- These are the thoughts and words of Jason Nyberg (nyb...@ctron.com) "If this were a fight, they'd stop it." -The Good Life
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Path: mbox-mo1.pugleaf.net!gmd.de!xlink.net!howland.reston.ans.net!europa.eng.gtefsd.com!uunet!noc.near.net!ctron-news.ctron.com!boost!nyberg From: nyb...@ctron.com (Jason W. Nyberg) Newsgroups: comp.sys.ibm.pc.games.action,alt.games.doom Subject: Re: ID, easy motion blur! Date: 13 Jan 1994 01:22:29 GMT Organization: Cabletron_Inc. Lines: 22 Sender: nyberg@boost (Jason W. Nyberg) Distribution: world Message-ID: <2h27olINNq9h@ctron-news.ctron.com> References: <2gsarpINN8ra@ctron-news.ctron.com> <1994Jan12.131549.23915@waikato <2h18gm$5a2@charm.magnus.acs.ohio-state.edu> NNTP-Posting-Host: boost.ctron.com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit