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by theoh
3387 days ago
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Yes, both problems can be solved by the same sampling technique, e.g. https://en.wikipedia.org/wiki/Distributed_ray_tracing In theory, upping the resolution will also remove the need for spatial anti-aliasing, though it's not efficient. Distributing rays in time feels a bit different because what you're really trying to do is integrate over an interval of time. So I'm not sure I agree that they are the same thing. |
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Typically, anti-aliasing uses an average of multiple samples across the width of the pixel (MSAA), or across the timespan of the frame to eliminate this.
That is in fact a rectangular function in the time/spatial domain. Which is wrong. A rectangular function reduces rather than eliminates the frequency components above the nyquist rate, and also attenuates frequencies near but below the nyquist rate (leading to blur).
In fact, you want a rectangular frequency domain function, which in the spatial/time domain is a sinc function.
This isn't done in real cameras because it is technically too hard, but in 3D rendering, it should be done, and will produce smoother animations.
I have never seen anyone do this, but results should be theoretically better. I’d also like to see a freeze frame of a sinc time domain sampled motion blur - it would probably look very weird, even though it looks good at the playback rate.