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Idea #494: Tessellation from Circle of Least Confusion

Written by chromemonkey the 17 Jun 12 at 07:07. Category: Rendering. Related project: Nothing/Others. Status: New
Rationale
At present, when too many vertices in a mesh appear in too small of an area, the renderer does not know how to resolve this gracefully. The result is particularly noticeable in animation, and manifests as areas that flicker, strobe or otherwise blotch.

In the real world, the human eye resolves this situation as a result of what is referred to as the Circle of Least Confusion. When the detail presented to the eye gets too dense, it becomes indistinct. This does not mean that the object itself is out of focus... note that the actual exterior edges of a highly detailed physical object are *not* "fuzzy" even if the detail is too intricate to see clearly. Therefore, this is not an issue of distance from the eye (or camera lens), but one of information density.

Therefore this is not a matter that can be resolved by blur filters or depth of field defocus. It should be possible for an object in the current plane of focus to not present an unstable appearance in motion.

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