From 65ae9b2c4369f508ccd9eb406e2c3b74e5c88bea Mon Sep 17 00:00:00 2001 From: sebashtioon Date: Sat, 15 Mar 2025 06:51:26 +1100 Subject: [PATCH 1/3] Update README.md for clarity and formatting improvements --- README.md | 34 +++++++++++++++++++--------------- 1 file changed, 19 insertions(+), 15 deletions(-) diff --git a/README.md b/README.md index ec3b18c..bcf1a8e 100644 --- a/README.md +++ b/README.md @@ -1,27 +1,31 @@ # Instructions -**For Godot 4.4 users:** I introduced a new Godot 4.4 branch with required fixes, download from it instead. -1. take the contenst of the "addons" folder and move them to an addons folder in your project. -2. add an environment node, add a MotionBlurCompositor(NEW!!) to it -3. to that, add a new PreBlurProcessor effect, which is now required, and after it add a new GuertinMotionBlur, SphynxSimpleJumpFloodMotionBlur, or ExperimentalJumpFloodMotionBlur -4. for debugging, add a "C","Z", and "freeze" input events, and then a DebugCompositorEffect to the compositor effects. Then, all you have to do is toggle "Debug" to true on whichever effect you want to show debug for +**For Godot 4.4 users:** I introduced a new Godot 4.4 branch with required fixes. Download from it instead. -* GuretinMotionBlur - An all around best blur effect, robust, performant, and now also realistic. -* SphynxSimpleJumpFloodMotionBlur - An effect driven by a novel dilation method using the jump flood algorithm, used in research of realistic blending schemes and focused on being a retrospective blur approach. -* ExperimentalJumpFloodMotionBlur - An effect driven by a novel dilation method using the jump flood algorithm, uses an added feature to heuristically fake transparency of leading edge of the blur using the past color output. +1. Take the contents of the "addons" folder and move them to an "addons" folder in your project. +2. Add an environment node, then add a MotionBlurCompositor (NEW!!) to it. +3. Add a new PreBlurProcessor effect, which is now required. After it, add a new GuertinMotionBlur, SphynxSimpleJumpFloodMotionBlur, or ExperimentalJumpFloodMotionBlur. +4. For debugging, add "C", "Z", and "freeze" input events. Then add a DebugCompositorEffect to the compositor effects. Toggle "Debug" to true on whichever effect you want to show debug information for. -instructions for radial blur meshes can be seen here: +* **GuertinMotionBlur** - An all-around best blur effect, robust, performant, and now also realistic. +* **SphynxSimpleJumpFloodMotionBlur** - An effect driven by a novel dilation method using the jump flood algorithm. It is used in research of realistic blending schemes and focuses on being a retrospective blur approach. +* **ExperimentalJumpFloodMotionBlur** - An effect driven by a novel dilation method using the jump flood algorithm. It uses an added feature to heuristically fake transparency of the leading edge of the blur using the past color output. + +Instructions for radial blur meshes can be seen here: https://youtu.be/eslsw9do4Kc -WARNING: -if you want transparent objects to render on top of the blurred background, you can move the pre-blur-processing and blur post process effects both to callback type of pre-transparent, At which point it would not work if you have MSAA enabled, so make sure to also turn that off. +**WARNING:** +If you want transparent objects to render on top of the blurred background, you can move the pre-blur-processing and blur post-process effects both to the callback type of pre-transparent. At this point, it would not work if you have MSAA enabled, so make sure to also turn that off. # Demo Repo -you can find a working demo repository here: + +You can find a working demo repository here: https://github.com/sphynx-owner/JFA_driven_motion_blur_demo # Sources -for a better overview of the subject here's a video I made on it: + +For a better overview of the subject, here's a video I made on it: https://youtu.be/m_KvYlYF3sA -and heres a paper I wrote on it: -[Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf](https://github.com/user-attachments/files/16120346/Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf) + +And here's a paper I wrote on it: +[Using the Jump Flood Algorithm to Dilate Velocity Maps in the Application of Believable High Range High Fidelity Motion Blur](https://github.com/user-attachments/files/16120346/Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf) From 10cb7781a17a9c577781ca5436fd2fe76955f52f Mon Sep 17 00:00:00 2001 From: sebashtioon Date: Sat, 15 Mar 2025 06:58:12 +1100 Subject: [PATCH 2/3] revert --- README.md | 34 +++++++++++++++------------------- 1 file changed, 15 insertions(+), 19 deletions(-) diff --git a/README.md b/README.md index bcf1a8e..ec3b18c 100644 --- a/README.md +++ b/README.md @@ -1,31 +1,27 @@ # Instructions +**For Godot 4.4 users:** I introduced a new Godot 4.4 branch with required fixes, download from it instead. -**For Godot 4.4 users:** I introduced a new Godot 4.4 branch with required fixes. Download from it instead. +1. take the contenst of the "addons" folder and move them to an addons folder in your project. +2. add an environment node, add a MotionBlurCompositor(NEW!!) to it +3. to that, add a new PreBlurProcessor effect, which is now required, and after it add a new GuertinMotionBlur, SphynxSimpleJumpFloodMotionBlur, or ExperimentalJumpFloodMotionBlur +4. for debugging, add a "C","Z", and "freeze" input events, and then a DebugCompositorEffect to the compositor effects. Then, all you have to do is toggle "Debug" to true on whichever effect you want to show debug for -1. Take the contents of the "addons" folder and move them to an "addons" folder in your project. -2. Add an environment node, then add a MotionBlurCompositor (NEW!!) to it. -3. Add a new PreBlurProcessor effect, which is now required. After it, add a new GuertinMotionBlur, SphynxSimpleJumpFloodMotionBlur, or ExperimentalJumpFloodMotionBlur. -4. For debugging, add "C", "Z", and "freeze" input events. Then add a DebugCompositorEffect to the compositor effects. Toggle "Debug" to true on whichever effect you want to show debug information for. +* GuretinMotionBlur - An all around best blur effect, robust, performant, and now also realistic. +* SphynxSimpleJumpFloodMotionBlur - An effect driven by a novel dilation method using the jump flood algorithm, used in research of realistic blending schemes and focused on being a retrospective blur approach. +* ExperimentalJumpFloodMotionBlur - An effect driven by a novel dilation method using the jump flood algorithm, uses an added feature to heuristically fake transparency of leading edge of the blur using the past color output. -* **GuertinMotionBlur** - An all-around best blur effect, robust, performant, and now also realistic. -* **SphynxSimpleJumpFloodMotionBlur** - An effect driven by a novel dilation method using the jump flood algorithm. It is used in research of realistic blending schemes and focuses on being a retrospective blur approach. -* **ExperimentalJumpFloodMotionBlur** - An effect driven by a novel dilation method using the jump flood algorithm. It uses an added feature to heuristically fake transparency of the leading edge of the blur using the past color output. - -Instructions for radial blur meshes can be seen here: +instructions for radial blur meshes can be seen here: https://youtu.be/eslsw9do4Kc -**WARNING:** -If you want transparent objects to render on top of the blurred background, you can move the pre-blur-processing and blur post-process effects both to the callback type of pre-transparent. At this point, it would not work if you have MSAA enabled, so make sure to also turn that off. +WARNING: +if you want transparent objects to render on top of the blurred background, you can move the pre-blur-processing and blur post process effects both to callback type of pre-transparent, At which point it would not work if you have MSAA enabled, so make sure to also turn that off. # Demo Repo - -You can find a working demo repository here: +you can find a working demo repository here: https://github.com/sphynx-owner/JFA_driven_motion_blur_demo # Sources - -For a better overview of the subject, here's a video I made on it: +for a better overview of the subject here's a video I made on it: https://youtu.be/m_KvYlYF3sA - -And here's a paper I wrote on it: -[Using the Jump Flood Algorithm to Dilate Velocity Maps in the Application of Believable High Range High Fidelity Motion Blur](https://github.com/user-attachments/files/16120346/Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf) +and heres a paper I wrote on it: +[Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf](https://github.com/user-attachments/files/16120346/Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf) From b80478b23f9cfafed0afd6877faa992c4a2db6a4 Mon Sep 17 00:00:00 2001 From: sebashtioon Date: Sat, 15 Mar 2025 06:58:36 +1100 Subject: [PATCH 3/3] okay good to go --- README.md | 34 +++++++++++++++++++--------------- 1 file changed, 19 insertions(+), 15 deletions(-) diff --git a/README.md b/README.md index ec3b18c..bcf1a8e 100644 --- a/README.md +++ b/README.md @@ -1,27 +1,31 @@ # Instructions -**For Godot 4.4 users:** I introduced a new Godot 4.4 branch with required fixes, download from it instead. -1. take the contenst of the "addons" folder and move them to an addons folder in your project. -2. add an environment node, add a MotionBlurCompositor(NEW!!) to it -3. to that, add a new PreBlurProcessor effect, which is now required, and after it add a new GuertinMotionBlur, SphynxSimpleJumpFloodMotionBlur, or ExperimentalJumpFloodMotionBlur -4. for debugging, add a "C","Z", and "freeze" input events, and then a DebugCompositorEffect to the compositor effects. Then, all you have to do is toggle "Debug" to true on whichever effect you want to show debug for +**For Godot 4.4 users:** I introduced a new Godot 4.4 branch with required fixes. Download from it instead. -* GuretinMotionBlur - An all around best blur effect, robust, performant, and now also realistic. -* SphynxSimpleJumpFloodMotionBlur - An effect driven by a novel dilation method using the jump flood algorithm, used in research of realistic blending schemes and focused on being a retrospective blur approach. -* ExperimentalJumpFloodMotionBlur - An effect driven by a novel dilation method using the jump flood algorithm, uses an added feature to heuristically fake transparency of leading edge of the blur using the past color output. +1. Take the contents of the "addons" folder and move them to an "addons" folder in your project. +2. Add an environment node, then add a MotionBlurCompositor (NEW!!) to it. +3. Add a new PreBlurProcessor effect, which is now required. After it, add a new GuertinMotionBlur, SphynxSimpleJumpFloodMotionBlur, or ExperimentalJumpFloodMotionBlur. +4. For debugging, add "C", "Z", and "freeze" input events. Then add a DebugCompositorEffect to the compositor effects. Toggle "Debug" to true on whichever effect you want to show debug information for. -instructions for radial blur meshes can be seen here: +* **GuertinMotionBlur** - An all-around best blur effect, robust, performant, and now also realistic. +* **SphynxSimpleJumpFloodMotionBlur** - An effect driven by a novel dilation method using the jump flood algorithm. It is used in research of realistic blending schemes and focuses on being a retrospective blur approach. +* **ExperimentalJumpFloodMotionBlur** - An effect driven by a novel dilation method using the jump flood algorithm. It uses an added feature to heuristically fake transparency of the leading edge of the blur using the past color output. + +Instructions for radial blur meshes can be seen here: https://youtu.be/eslsw9do4Kc -WARNING: -if you want transparent objects to render on top of the blurred background, you can move the pre-blur-processing and blur post process effects both to callback type of pre-transparent, At which point it would not work if you have MSAA enabled, so make sure to also turn that off. +**WARNING:** +If you want transparent objects to render on top of the blurred background, you can move the pre-blur-processing and blur post-process effects both to the callback type of pre-transparent. At this point, it would not work if you have MSAA enabled, so make sure to also turn that off. # Demo Repo -you can find a working demo repository here: + +You can find a working demo repository here: https://github.com/sphynx-owner/JFA_driven_motion_blur_demo # Sources -for a better overview of the subject here's a video I made on it: + +For a better overview of the subject, here's a video I made on it: https://youtu.be/m_KvYlYF3sA -and heres a paper I wrote on it: -[Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf](https://github.com/user-attachments/files/16120346/Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf) + +And here's a paper I wrote on it: +[Using the Jump Flood Algorithm to Dilate Velocity Maps in the Application of Believable High Range High Fidelity Motion Blur](https://github.com/user-attachments/files/16120346/Using.the.Jump.Flood.Algorithm.to.Dilate.Velocity.Maps.in.the.application.of.Believable.High.Range.High.Fidelity.Motion.Blur.7_7_24.2.-.Google.Docs.pdf)