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Another Motion Blur Question

 
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neutrix
Newbie


Joined: 10 May 2007
Posts: 2

PostPosted: Thu May 10, 2007 3:11 am    Post subject: Another Motion Blur Question Reply with quote

Hi,

I read your other post about the pixel motion blur in your game but I'm having a slight difficulty understanding your reply. Would you mind going through it again in a bit more detail? I have implemented the DirectX SDK version, but the strange artifacts when vertices are close or behind the viewer are driving me crazy. Your technique looks a lot nicer and I would really appreciate it if you could help me out.

Thanks!

(P.S. Your game looks fantastic! Smile )
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Thu May 10, 2007 11:46 am    Post subject: Reply with quote

Yea I admit my explanation in the other thread was somewhat cryptic / shitty...basically you're just going to have to add code inside your shader to clamp those extreme values that cause the distortion.

I've tried writing my own motion blur based on velocity buffers, it kiiinda works, but needs more tweaking [it blurs everything on some cards], and as you can imagine I've got 100000 other things to focus on.

So yea, you'd just want to add tests for extreme values ( >= 10 I believe? ) in your pixel shader to avoid those artifacts [things will slow down though]. Or you could tesselate your "floor" geometry like crazy, if that's an option [not sure what kind of project you're working on]...but that might be a temp solution. That algorithm is pretty flawed and it's odd that MS doesn't have a better explanation in their docs about how to avoid those artifacts :-/

- Danny

P.S. Glad you like how my game is looking Very Happy
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neutrix
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Joined: 10 May 2007
Posts: 2

PostPosted: Fri May 11, 2007 3:32 am    Post subject: Reply with quote

OK thanks for the help, I think I've sorted it out now. It looks a lot better anyway!
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