Re: [Gimp-developer] Rotational Motion Blur

2010-08-21 Thread gg
On 08/18/10 19:09, yahvuu wrote:


 On 18.08.2010 12:50, g...@catking.net wrote:
 On 08/18/10 11:07, Tor Lillqvist wrote:
 A motion blur is a retinal effect that has a time dependence.

 Is motion blur actually something people perceive with their eyes
 and brain, or something that only exists in physical artefacts?
 (Either intentionally created by an artist to give the impression of
 motion, or as an direct result of the method the still or motion
 picture was created.) And we have been so used to it that we know
 what it means, even if it doesn't correspond to what we actually see?

 (But yeah, gg's arguments make sense.)

 --tml

 Good point, the equal weighting probably is close to what a silver
 nitrate film camera would record

 I think so, too. Consider the star trails in a long-time exposure of a
 night sky: there is no decay visible. However, and whatever the motivation,
 it's an interesting idea, so here's a quick comparison for a linear
 motion blur:
 http://yahvuu.files.wordpress.com/2009/08/blurtest.png

 Regretably, the mathmap convolve function introduces some artifacts,
 but i think it can be seen that 'decaying' (or 'soft'?) motion blur
 is an option of artistical relevance.

 Tongue in cheek, i shurely wouldn't oppose if someone wanted to get code
 providing this functionality included into GIMP .-


 regards,
 yahvuu


The blurtest.png is interesting. The example with the decaying kernel is 
the only one that suggests movement to me , it definitely has direction. 
All the others look, well, blurred.

Despite the artifacts of the implementation, this suggests some sort of 
progressive blur may be interesting and may suggest movement better than 
current photographic blur.

/gg


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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread gg
On 08/18/10 01:20, Bill Skaggs wrote:
 I just looked over the code -- if I understand it correctly,  it creates
 an arc of the specified angle
 passing through each point of the image, generates a set of points
 equally spaced along the arc,
 uses interpolation to get the color for each of these points, and then
 averages all the colors together,
 with equal weighting.  The number of points is proportional to the
 length of the arc, with adjustments
 if it is too large or too small.  If you need more detail, please ask.

-- Bill




I'm sure you are right in reading the code, so this feature seems more 
like a rotation blur than motion blur.

A motion blur is a retinal effect that has a time dependence. This does 
not seem to be what is done. The equal weighting is wrong.

The retinal retention of the image fades with time (my guess would be 
exponentially if we're going to be rigorous). This means the weighting 
of each point should be diminished as we work back along the arc. This 
reduction should be angular and at least a linear reduction of weight 
w.r.t. the angular coord would probably be a decent approximation. 
Otherwise a lookup table of exponential decay would mean very little 
overhead in doing a fairly rigorous model of the real effect.

This effect will vary dependant on speed of the movement (as everyone 
knows intuitively) so this parameter needs to be adjustable in the tool UI.

I assume the same points could be made about the motion blur , though I 
have not looked at the code.

I'd don't have the time to get into coding an improvement  but thought 
it worth noting the apparent shortcomings of the motion blur and how 
it could be improved.

regards.
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread Tor Lillqvist
 A motion blur is a retinal effect that has a time dependence.

Is motion blur actually something people perceive with their eyes
and brain, or something that only exists in physical artefacts?
(Either intentionally created by an artist to give the impression of
motion, or as an direct result of the method the still or motion
picture was created.) And we have been so used to it that we know
what it means, even if it doesn't correspond to what we actually see?

(But yeah, gg's arguments make sense.)

--tml
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread gg
On 08/18/10 11:07, Tor Lillqvist wrote:
 A motion blur is a retinal effect that has a time dependence.

 Is motion blur actually something people perceive with their eyes
 and brain, or something that only exists in physical artefacts?
 (Either intentionally created by an artist to give the impression of
 motion, or as an direct result of the method the still or motion
 picture was created.) And we have been so used to it that we know
 what it means, even if it doesn't correspond to what we actually see?

 (But yeah, gg's arguments make sense.)

 --tml

Good point, the equal weighting probably is close to what a silver 
nitrate film camera would record, which is probably what this was 
intended to model.

/gg
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread oliver
On Wed, Aug 18, 2010 at 12:50:34PM +0200, g...@catking.net wrote:
 On 08/18/10 11:07, Tor Lillqvist wrote:
  A motion blur is a retinal effect that has a time dependence.
 
  Is motion blur actually something people perceive with their eyes
  and brain, or something that only exists in physical artefacts?
  (Either intentionally created by an artist to give the impression of
  motion, or as an direct result of the method the still or motion
  picture was created.) And we have been so used to it that we know
  what it means, even if it doesn't correspond to what we actually see?
 
  (But yeah, gg's arguments make sense.)
 
  --tml
 
 Good point, the equal weighting probably is close to what a silver 
 nitrate film camera would record, which is probably what this was 
 intended to model.
[...]

The human eye has sharpness only in the middle of sight.
Things that move forward and can't be focussed, obviously willo be unsharp.
and translation and rotation therefore will also give unsharpness in
the human eye/brain. So this is not only what a camera would record.


Ciao,
   Oliver
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread yahvuu


On 18.08.2010 12:50, g...@catking.net wrote:
 On 08/18/10 11:07, Tor Lillqvist wrote:
 A motion blur is a retinal effect that has a time dependence.

 Is motion blur actually something people perceive with their eyes
 and brain, or something that only exists in physical artefacts?
 (Either intentionally created by an artist to give the impression of
 motion, or as an direct result of the method the still or motion
 picture was created.) And we have been so used to it that we know
 what it means, even if it doesn't correspond to what we actually see?

 (But yeah, gg's arguments make sense.)

 --tml

 Good point, the equal weighting probably is close to what a silver
 nitrate film camera would record

I think so, too. Consider the star trails in a long-time exposure of a
night sky: there is no decay visible. However, and whatever the motivation,
it's an interesting idea, so here's a quick comparison for a linear motion blur:
http://yahvuu.files.wordpress.com/2009/08/blurtest.png

Regretably, the mathmap convolve function introduces some artifacts,
but i think it can be seen that 'decaying' (or 'soft'?) motion blur
is an option of artistical relevance.

Tongue in cheek, i shurely wouldn't oppose if someone wanted to get code
providing this functionality included into GIMP .-


regards,
yahvuu
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread Kostas Tigkos
Thanks for the insight and ideas. I didn't mention I am working on a 
numerical algorithm
for deblurring images that have been blurred by non-accelerated circular 
motion around
any possible axis so it was nice to get some ideas however the 
applications for which it is
intended require more accuracy. I also noticed that this particular 
filter is quite slow.

I have been experimenting with deforming the image into polar 
coordinates using interpolation
schemes to get a good resolution and then applying regular, linear 
motion blur horizontally or
vertically which would correspond to the zoom blur or rotational 
motion blur effects. Then
the image must be deformed back to cartesian coordinates using again 
some sort of interpolation.
So far it looks right if resolution is taken care of and it's quite 
fast. Haven't tried the cases where
the image plane is not perpendicular to the axis of rotation and the 
debluring algorithm still needs
to be developed. In any case all this is in prototype form (Matlab) and 
if all goes well it could be
perhaps ported to GIMP when everything has been worked out.
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread Rob Antonishen
 I think so, too. Consider the star trails in a long-time exposure of a
 night sky: there is no decay visible. However, and whatever the motivation,
 it's an interesting idea, so here's a quick comparison for a linear motion 
 blur:
 http://yahvuu.files.wordpress.com/2009/08/blurtest.png


To complete the set, here is a non-Gaussian blur with an x blur of 40
px and a y blur of 0.

http://www.majhost.com/gallery/ffaat/gimp/more2/gb.png

-Rob A
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-18 Thread yahvuu
On 18.08.2010 19:55, Rob Antonishen wrote:
 To complete the set, here is a non-Gaussian blur with an x blur of 40
 px and a y blur of 0.

thank you, new URL is
http://yahvuu.files.wordpress.com/2009/08/blurtest2.png


regards,
yahvuu
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[Gimp-developer] Rotational Motion Blur

2010-08-17 Thread Kostas Tigkos
Hello,

I would like to ask for some insight concerning the algorithm
used for the Rotational Motion Blur filter if possible. I would be
very grateful if someone could post the idea behind the implemenation
of this filter either by a mathematical algorithm or pseudocode.

Thanks in advance.

Kostas
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Re: [Gimp-developer] Rotational Motion Blur

2010-08-17 Thread Bill Skaggs
I just looked over the code -- if I understand it correctly,  it creates an
arc of the specified angle
passing through each point of the image, generates a set of points equally
spaced along the arc,
uses interpolation to get the color for each of these points, and then
averages all the colors together,
with equal weighting.  The number of points is proportional to the length of
the arc, with adjustments
if it is too large or too small.  If you need more detail, please ask.

  -- Bill
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