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Motion blur (media)

Motion blur (media) is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Motion blur (media) rather than just read about it. In short: Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure.

Motion blur (media) — main illustration
Motion blur (media) — illustration

Key takeaways

  • Motion blur (media) belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Motion blur (media) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Motion blur (media) from memory before moving on to harder problems.

Reference excerpt

Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure.

Usages / Effects of motion blur

Photography

When a camera creates an image, that image does not represent a single instant of time. Because of technological constraints or artistic requirements, the image may represent the scene over a period of time. Most often this exposure time is brief enough that the image captured by the camera appears to capture an instantaneous moment, but this is not always so, and a fast moving object or a longer exposure time may result in blurring artifacts which make this apparent. As objects in a scene move, an image of that scene must represent an integration of all positions of those objects, as well as the camera's viewpoint, over the period of exposure determined by the shutter speed. In such an image, any object moving with respect to the camera will look blurred or smeared along the direction of relative motion. This smearing may occur on an object that is moving or on a static background if the camera is moving. In a film or television image, this looks natural because the human eye behaves in much the same way. Because the effect is caused by the relative motion between the camera, and the objects and scene, motion blur may be manipulated by panning the camera to track those moving objects. In this case, even with long exposure times, the moving objects will appear sharper while the background will become more blurred, with the resulting image conveying a sense of movement and speed.

Animation

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 games. Some of the better-known games that utilise this are the recent Need for Speed titles, 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 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 animation 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.

Computer graphics In 2D computer graphics, motion blur is an artistic filter that converts the digital image/bitmap/raster image in order to simulate the effect. Many graphical software products (e.g. Adobe Photoshop or GIMP) offer simple motion blur filters. However, for advanced motion blur filtering including curves or non-uniform speed adjustment, specialized software products (e.g. VirtualRig Studio) are necessary.

Physiology When an animal's eye is in motion, the image will suffer from motion blur, resulting in an inability to resolve details. To cope with this, humans generally alternate between saccades (quick eye movements) and fixation (focusing on a single point). Saccadic masking makes motion blur during a saccade invisible. Similarly, smooth pursuit allows the eye to track a target in rapid motion, eliminating motion blur of that target instead of the scene. If their velocity exceeds the temporal resolution of the visual system, moving figures will be rendered with smeared contours or as a streaks that average the received light across its path. The effect is more obvious with luminous objects moving through darkness, due to the relative sluggish processing by rod cells that dominate scotopic vision.

Negative effects of motion blur

… excerpt ends here. Continue reading the full article.

Illustrations

Motion blur (media): Earth's rotation causes motion blur in long-exposure photos of the night sky. This diurnal motion leaves star trails in exposures like this one taken at La Silla Observatory.[1]
Earth's rotation causes motion blur in long-exposure photos of the night sky. This diurnal motion leaves star trails in exposures like this one taken at La Silla Observatory.[1]
Motion blur (media): An example of motion blur showing a London bus passing a telephone box in London
An example of motion blur showing a London bus passing a telephone box in London
Motion blur (media): 1920s example of motion blur
1920s example of motion blur
Motion blur (media): Two animations rotating around a figure, with motion blur (left) and without
Two animations rotating around a figure, with motion blur (left) and without
Motion blur (media): A taxicab starting to drive off blurred the girls' faces in the image.
A taxicab starting to drive off blurred the girls' faces in the image.

Worked examples

Example 1 — a first encounter with Motion blur (media)

Start with the simplest possible case. Write down what Motion blur (media) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Motion blur (media) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Motion blur (media) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Motion blur (media)

In research
Motion blur (media) appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Motion blur (media) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Motion blur (media) is common in secondary-school and first-year university syllabi. It links to neighbouring topics Animation techniques, Photographic techniques, Science of photography, so understanding it makes those chapters shorter.
In everyday life
Look for Motion blur (media) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Motion blur (media) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Motion blur (media) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Motion blur (media) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Motion blur (media) in simple terms?

Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure.

Why does Motion blur (media) matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Motion blur (media)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Motion blur (media).

Tags

  • Animation techniques
  • Photographic techniques
  • Science of photography

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