Re: Frame independent Camera Shake

Andy Farnell <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <20091221145817.GA27424@fluffy>
Damping would be important to a realistic effect. Scale the
sine impulses by a  square or cubic function with a decay
of around a second. As Will says, the blur simulates high frequency
shake, so you don't really need to add higher harmonics onto
your sine waves if you have that - make it proportional to
the rms amplitude of the movement.

Andy  


On Mon, Dec 21, 2009 at 11:57:11PM +1300, Will Vale wrote:
> 
> If you have the ability to blur your output image, you can layer this on  
> top of camera shake in very small amounts - e.g. one frame of blur when  
> you hit something. It can be quite effective - I reckon it looks like high  
> frequency shake, as a counterpoint to the (relatively) low frequency shake  
> provided by moving the camera.
> 
> If you already have *motion* blur there isn't much point, but there are  
> platforms where that isn't practical still.
> 
> Will
> 
> 
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