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by willis936
1831 days ago
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I don't think this is how it works. We have a discrete number of rods and cones which work as a well behaved spatial sampler. Human visual system temporal sampling is smeared stochastically across the rods and cones rather than being clocked. If you truly displayed 1 million fps and there were no shutter artifacts (as there are none in any fixed-pixel displays that we are currently looking at), then the motion would be life-like. The human visual system doesn't take a temporally clocked set of frames then apply a low-pass filter to it and doing it as an approximation of actual perceived motion blur would look off (as many gamers lament). Blurbusters has a fair amount of literature on this topic. https://blurbusters.com/blur-busters-law-amazing-journey-to-... |
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Edit: The article you linked to is very confused about some basic terminology. It equates response time artifacts of an LCD monitor that display sharp, digital images with motion blur. That's so wildly wrong I'm not even sure where to start. Maybe here: When displaying video, motion blur is a property of the source, response time one of the output device.
(+) Edit 2: To expand on this, the human vision system integrates arriving photons over time, and this way implicitly behaves a lot like a low-pass filter. A low-pass filter is different from a fixed-rate shutter, which is what people mean when they say the eye doesn't have a fixed framerate. However, there is a limited temporal resolution.
A more everyday example of this effect would be a dimmed LED. You can pulse an LED at 1 MHz, it will look dimmed, not blinking. But when filming/rendering this LED at 1 million still images per second, it will either be all on or all off, both of which are wrong (i.e., an artifact of your chosen shutter speed).