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Article #1281

Re: ID, easy motion blur!

#1281
From: nyb... Jason W. Nyberg
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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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
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