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===Animation{{anchor|Computer animation}}=== [[File:Figure-Animation2.gif|400px|thumb|Two animations rotating around a figure, with motion blur (left) and without]] In computer animation this effect must be simulated as a virtual camera actually does capture a discrete moment in time. This simulated motion blur is typically applied when either the camera or objects in the scene move rapidly. Without this simulated effect each frame shows a perfect instant in time (analogous to a camera with an infinitely fast shutter), with zero motion blur. This is why a video game with a frame rate of 25-30 [[frames per second]] will seem staggered, while natural motion filmed at the same frame rate appears rather more continuous. Many modern video games feature motion blur, especially [[vehicle simulation game]]s. Some of the better-known games that utilise this are the recent [[Need for Speed]] titles, [[Unreal Tournament 3|Unreal Tournament III]], [[The Legend of Zelda: Majora's Mask]], among many others. There are two main methods used in video games to achieve motion blur: cheaper full-screen effects, which typically only take camera movement (and sometimes how fast the camera is moving in 3-D Space to create a radial blur) into mind, and more "selective" or "per-object" motion blur, which typically uses a [[shader]] to create a velocity buffer to mark motion intensity for a motion blurring effect to be applied to or uses a shader to perform geometry extrusion. Classic "motion blur" effects prior to modern per-pixel shading pipelines often simply drew successive frames on top of each other with slight transparency, which is strictly speaking a form of [[video feedback]]. In pre-rendered computer animation, such as [[Computer Generated Imagery|CGI]] movies, realistic motion blur can be drawn because the renderer has more time to draw each frame. [[Temporal anti-aliasing]] produces frames as a composite of many instants. Frames are not points in time, they are periods of time. If an object makes a trip at a linear speed along a path from 0% to 100% in four time periods, and if those time periods are considered frames, then the object would exhibit motion blur streaks in each frame that are 25% of the path length. If the shutter speed is shortened to less than the duration of a frame, and it may be so shortened as to approach zero time in duration, then the computer animator must choose which portion of the quarter paths (in our 4 frame example) they wish to feature as "open shutter" times. They may choose to render the beginnings of each frame, in which case they will never see the arrival of the object at the end of the path, or they may choose to render the ends of each frame, in which case they will miss the starting point of the trip. Most computer animations systems make the classic "fence-post error" in the way they handle time, confusing the periods of time of an animation with the instantaneous moments that delimit them. Thus most computer animation systems will incorrectly place an object on a four frame trip along a path at 0%, 0.33%, 0.66%, and 1.0% and when called upon to render motion blur will have to cut one or more frames short, or look beyond the boundaries of the animation, compromises that real cameras don't do and synthetic cameras needn't do. [[Motion lines]] in [[cel animation]] are drawn in the same direction as motion blur and perform much the same duty. [[Go motion]] is a variant of [[stop motion]] animation that moves the models during the exposure to create a less staggered effect.
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