Path: utzoo!mnetor!tmsoft!torsqnt!news-server.csri.toronto.edu!bonnie.concordia.ca!thunder.mcrcim.mcgill.edu!snorkelwacker.mit.edu!spool.mu.edu!uwm.edu!rutgers!cbmvax!chrisg From: chrisg@cbmvax.commodore.com (Chris Green) Newsgroups: comp.graphics Subject: Re: Motion Blur in Ray Tracing Keywords: Motion Blur Ray Tracing Message-ID: <19295@cbmvax.commodore.com> Date: 25 Feb 91 19:05:39 GMT References: <471@forum.SUBLINK.ORG> Reply-To: chrisg@cbmvax.commodore.com (Chris Green) Organization: Commodore, West Chester, PA Lines: 24 In article <471@forum.SUBLINK.ORG> work@forum.SUBLINK.ORG (Forum SuperUser) writes: >There is still, though, a thing that i miss: we have to sample objects >in different times of the same window and integrate the results, right? > >BIG PROBLEM: how do you move objects while time-sampling? Should we store >several complete (huge) databases of objs at different times? Should we >transform objs every time we want to sample in time (very expensive!)? > What you should do is this: At each frame, take each object in your world, and make its bounding volume large enough to contain the entire volume of space that the object passes through in the time that the "shutter" is open. This is relatively simple for linear motion, and spline based motion with the convex hull property. It may be much harder or not solvable for things like deformations, etc. Then, for each ray, stochatically pick a time value for it. Then, intersect it with the world. When the ray intersects an object's bounding box, move the object to its proper position for that time, and intersect it normally. What you save by this is that for objects moving at reasonable speeds, their bounding boxes shouldn't be that much larger than they would be if the objects were not moving. This should be integrated into whatever ray optimization scheme you are using. Also note that you should account for the motion of the viewer when generating your rays! Brought to you by Super Global Mega Corp .com