Search found 278 matches
When the renderer kicks in, does anyone know if the generation of renderfaces is occlusion culled at that point, or later on? If it's done up front, then you could calculate motion vectors for each renderface in the culled list and do a lookup at rendertime, writing to your rgba vector motion buffer...
I'd be willing to bet that creating a motion vector "image" as I've described would produce results that are good enough for a majority of animation conditions, and would also be very fast. The method I mentioned would indeed take into account rotations as well as translation: any transform in 3D sp...
RGBA with A being the scaling factor for each vector would definitely work. And you wouldn't have to render the frames on either end of the time slice. You just need to query the location in 3D space of the center of the appropriate face. So you'll only be doing transforms, and you can cache the one...
Here's how I see it: 1. Scanline renderer determines what face in the scene is closest to the viewpane according to the z-buffer, then calculates the proper color for that pixel. (This occurs already). 2. Renderer then determines the location of the center of the face. 3. Calculations are done to de...
It shouldn't matter what order they were done in, as long as you're generating your blurred image into a seperate buffer. The additive transforms on the pixels in the blurred should be uniform, and probably reversible, so order wouldn't matter. The best link in the stuff that env posted was the pape...
Good motion blur really is needed for any sense of plausible realism, even in non-photo real rendering. Like it says in one of the papers env linked to, we're so used to seeing it everywhere, even with our own eyes, that we don't even notice it until it's missing.
Hear ye, hear ye, this man speaks the truth. After careful observation of much good animation, one of the conclusions I have come to is that good motion blur is essential to a watchable animation. Of course, it's not the only thing you need, but it gives an amazing quality boost if used properly. en...
- Sat Jan 22, 2005 8:33 pm
- Forum: Interactive 3d
- Topic: Path finding in Blender
- Replies: 2
- Views: 2449
I've already coded A* for pathfinding into BlenderPeople (Python in Blender). It features arbitrary grid sizing based on how far your pathfinder can travel in a turn, as well as taking into account weighted terrain values. It uses a simple Manhattan heuristic for remaining distance that allows diago...
- Mon Jan 17, 2005 4:31 am
- Forum: Animation
- Topic: Comprehensive Character Animation Proposal
- Replies: 40
- Views: 45617
Awesome. I know you're working hard on this, and there is a lot of stuff out there. I tried to keep my proposals within what I thought was feasible, having banged my head against the character animation code for several months.
- Wed Jan 12, 2005 1:55 pm
- Forum: Interface & Tools
- Topic: Feature Request:- Compartmentalizable Sound for Lip Sync
- Replies: 3
- Views: 1463
You can already do lip syncing directly in Blender. You add sounds in the sequence editor, then turn on Scrub in the audio buttons. Go into the Actions window and set your RVK sliders as you scrub along the timeline, hearing the sounds as you drag. It goes pretty quickly, and works fairly well. Chec...
- Tue Jan 11, 2005 2:47 am
- Forum: News & Chat
- Topic: For those working on SSS implementations/interested in SSS
- Replies: 17
- Views: 8096
For skin, SSS is absolutely necessary. Well, that is if you want to skin not to look like crap. I've been working on an idea for doing non-raytraced SSS that would be extremely fast. Fast enough to do in animations on Blender's internal renderer. Maybe when I'm sick of BlenderPeople for a night, I'l...