• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
lipsryme

Lens Flare in motion (camera question)

4 posts in this topic

I'm trying to understand what happens to a lens flare effect during fast motion. Unfortunately I don't have an opportunity to test this myself so I thought someone in here probably knows this. Will the lens flare get affected by the motion blur ? I'm leaning towards yes...since motion blur happens to every "light" that camera sensor receives, right ? So even the light that's not coming in directly and bouncing around the lens should.

Edited by lipsryme
1

Share this post


Link to post
Share on other sites

Yes, and no. It will in the sense that the light sources visible by the camera will undergo motion blur, and hence the diffraction pattern will be smeared along the displacement axis. However, the diffraction pattern itself will generally not change in shape or form (besides the smearing) unless a light source gets occluded during displacement.

1

Share this post


Link to post
Share on other sites

So in the process of recreating this process realistically I should do lens flare after motion blur ? How about DoF ?

0

Share this post


Link to post
Share on other sites

So in the process of recreating this process realistically I should do lens flare after motion blur ? How about DoF ?


Don't know, depends on how your graphics pipeline is setup. In theory motion blur pretty much consists of averaging the render over some time duration, but in practice there are lots of hacks to make stuff run faster. I doubt most people would notice the lens flare getting blurred anyway, the displacement is generally not fast enough (remember objects far away where the diffraction effect is strongest do not actually move quickly on screen, whereas closer/larger objects do not have such distinctive lens flare features).

As for DoF, that's a tricky one, because it depends on the current focal length which can change during fast motion. But if the DoF is constant, it doesn't really matter either way because objects that are moving (and hence susceptible to a change in appearance with depth) are going to be blurred anyway, far more than what depth of field would normally do.

So, no, do stuff before motion blur if you can, but if it doesn't look good or looks unnatural you can always do it after.

Unless this isn't for real time but you're going for true realism.. Edited by Bacterius
1

Share this post


Link to post
Share on other sites

Unless this isn't for real time but you're going for true realism..

 

In the non-real-time world one would normally use oversampling (casting multiple rays per pixel) to achieve several effects:

 * anti-aliasing (pick multiple points in the pixel as ray targets)

 * depth of field (model the eye as a little disk and pick multiple points in the disk as ray origins)

 * motion blur (pick multiple times within the range covered by this frame)

 * soft shadows (pick multiple points in the non-point light source)

 * soft reflections (pick multiple angles in which light bounces)

 

A great trick is that you can achieve all of these effects for approximately the cost of one of them! Say you launch 1000 rays per pixel. For each one of them you pick a random point in the pixel, a random point in the disk that models the eye, a random time, etc. and use the average as your pixel color.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0