Difference between revisions of "Talk:2628: Motion Blur"

Explain xkcd: It's 'cause you're dumb.
Jump to: navigation, search
(Randall has got this backward; so does our current explanation!)
(Randall has got this issue backwards:)
Line 11: Line 11:
 
Higher framerates look ''less'' choppy. ''Low'' framerates are what appears choppy when viewed.  
 
Higher framerates look ''less'' choppy. ''Low'' framerates are what appears choppy when viewed.  
 
[[User:ProphetZarquon|ProphetZarquon]] ([[User talk:ProphetZarquon|talk]]) 14:10, 4 June 2022 (UTC)
 
[[User:ProphetZarquon|ProphetZarquon]] ([[User talk:ProphetZarquon|talk]]) 14:10, 4 June 2022 (UTC)
 +
 +
:Yes, at high framerates, ''when the subject is perfectly sharp'', the blurring is done by human vision. At lower framerates, this natural blurring is mostly lost, and this effect must be counteracted by correspondingly lower shutter speeds so that motion appears blurry again. That's the whole point of the comic. [[User:Kapostamas|Kapostamas]] ([[User talk:Kapostamas|talk]]) 14:30, 4 June 2022 (UTC)

Revision as of 14:30, 4 June 2022

Personally, I'm animated on twos but make up for it with good smear frames. 172.70.135.98 14:07, 4 June 2022 (UTC)

Randall has got this issue backwards:

Too *low* a framerate causes choppiness when panning (or on objects in motion). Too low a framerate causes the human eye to perceive multiple images of a mouse cursor; a higher framerate can exceed the perceptual latency of human vision, causing the moving cursor to be perceived as a continuous blur, whereas a lower framerate merely exacerbates the issue of seeing the cursor jump from position to position.

To that point, the current explanation exemplifies this confusion, also getting it backward: "If the shutter speed is too high, this blurring will not occur, and the motion will look unnaturally crisp – if something is too small and/or too quick, the illusion of motion may disappear altogether; the object instead will appear as a brief flash of multiple objects standing still,"~ This is incorrect. Human visual blur is not dependent on the displayed frames being blurred: With panning in high framerate video, unblurred footage appears blurred to the human eye, due to persistence of vision; whereas with low framerate video we may not perceive blurred motion & instead view each frame individually & perceive it as choppy.

Point being, you need a framerate at least as high as 60 FPS to avoid choppy appearance when panning, & for some people's vision the minimum framerate to ensure motion blur is 100 FPS. 24 FPS is used in cinema to preserve the choppy look of old 24 FPS film projection, as an aesthetic choice.

Higher framerates look less choppy. Low framerates are what appears choppy when viewed. ProphetZarquon (talk) 14:10, 4 June 2022 (UTC)

Yes, at high framerates, when the subject is perfectly sharp, the blurring is done by human vision. At lower framerates, this natural blurring is mostly lost, and this effect must be counteracted by correspondingly lower shutter speeds so that motion appears blurry again. That's the whole point of the comic. Kapostamas (talk) 14:30, 4 June 2022 (UTC)