POV-Ray : Newsgroups : povray.binaries.images : Playing with the mesh camera : Re: Playing with the mesh camera Server Time
2 Dec 2023 19:08:24 EST (-0500)
  Re: Playing with the mesh camera  
From: Kenneth
Date: 19 May 2023 18:15:00
Message: <web.6467f4b7df2a87159b4924336e066e29@news.povray.org>
> [Kenneth wrote:]
> meanwhile, here are some of my own motion-blur experiments. I used the
> 'meshcam_persp_demo' file, with aa_samples=40.

> [Mike Miller wrote:]
> Wow...that is very cool. Great as a motion blur.

Thanks. It's a lot of fun to play around with. I also *think* that the blur
effect is distance-based-- that is, objects nearer the mesh camera are blurred
more than distant objects. I haven't tried a different scene to confirm that,
although it seems to follow from the fact that the camera's 40 meshes are
essentially just translated sideways a little bit. Like having 40 'eyes', but
spread out over a small 'interocular distance' in total. So distant objects
should have much less blur, just as they would have much less 3-D depth in a
human stereo view.

> [Josh wrote:]
> These look really good. I'm amazed at how fast it processes multiple
> rays for each pixel. At least, it seems to me to be pretty fast.
Same here. The rendering speed might be due to there being only one 'created'
mesh, which is then used multiple times. I think a triangle mesh is kept in
memory (cached?), so that multiple copies take almost no extra time to process.

BTW, if you have free time, try the blur code on your castle scene. I would be
curious to know if the castle gets blurred more than your distant background.

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