Photography passing a telephone box in
London 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 animations 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==