md2000 发表于 2009-8-26 21:33

Px4 发表于 2009-8-26 21:43

md2000 发表于 2009-8-26 21:50

shinjikun 发表于 2009-8-26 21:53

电影的一帧,记录的是1/24内的全部过程,胶片在这一过程中始终在感光
而游戏画面算出来的只是某个精确的时点(该时点长度无限趋近于0)的状态

虽然说如果用动态模糊能模拟一些效果的话,但目前由于运算量太大动态模糊在实时上之用于大移动的模糊
基本不可能用于这1/24的情况

预渲染CG倒是能精确模拟出来,所以CG看起来没问题

以色列国 发表于 2009-8-26 21:54

恩, 主席,请先弄清楚胶片和数码之间的区别再说.

HyperIris 发表于 2009-8-26 22:15

大怪鸟 发表于 2009-8-26 22:25

30还是可以的,再往下就太明显了

millionhere 发表于 2009-8-26 22:28

恩 主席说的在理

没准30年前还都用老胶片的年代
天亮的场景还真会跳帧也说不定呢

md2000 发表于 2009-8-26 22:45

KYO(T) 发表于 2009-8-26 23:00

记得有次讨论OO游戏和XX游戏的画面,有人跑出来一句:OO游戏帧数就不如XX游戏,还能跟XX游戏比画面?
我只有这个表情

spoony 发表于 2009-8-26 23:21

ark1800 发表于 2009-8-27 09:21

也不应该说是胶片应该说是记录真实光影和计算机图形的区别

这个话题不是说了很多次了么   24帧和60帧的区别

limbod 发表于 2009-8-27 15:18

升格,降格。

oz01 发表于 2009-8-27 15:43

http://d.namipan.com/d/c63705249f767773bd21de31b44821d9dc4af647c1d3e600

对30/60有疑问的可以试试看这个,可选桢速率
至少我受不了30

CountryCat 发表于 2009-8-27 16:05

如果把现实的动作和帧数作为A和D来比喻的话 拍电影->放电影的过程实际上是个A->D->A的过程 即是将连续的动作经过类似采样的帧数来记录然后再连续放出 利用人的视觉暂留效果来重现 但是我们都知道在这个转换过程过 不论你的采样区间怎样小 都是不可能100%还原原动作过程的

而画动画或者做游戏则只是一个D->A的过程 将一幅幅预先绘制好的帧拼凑成一个连续的动作

shinobu 发表于 2009-8-28 11:13

如果把现实的动作和帧数作为A和D来比喻的话 拍电影->放电影的过程实际上是个A->D->A的过程CountryCat 发表于 2009-8-27 16:05 http://bbs.saraba1st.com/images/common/back.gif
自己不懂就不要强出头误导人好伐?大家都是很努力在求学的

shinobu 发表于 2009-8-28 14:21

This choppiness is not a perceived flicker, but a perceived gap between the object in motion and its afterimage left in the eye from the last frame. A computer samples one point in time, then nothing is sampled until the next frame is rendered, so a visible gap can be seen between the moving object and its afterimage in the eye. The reason computer rendered video has a noticeable afterimage separation problem and camera captured video does not is that a camera shutter interrupts the light two or three times for every film frame, thus exposing the film to 2 or 3 samples at different points in time. The light can also enter for the entire time the shutter is open, thus exposing the film to a continuous sample over this time. These multiple samples are naturally interpolated together on the same frame. This leads to a small amount of motion blur between one frame and the next which allows them to transition smoothly.

To better illustrate how motion blurring improves the fluidity of the displayed motion on the screen consider the following example: a car is travelling with a positive velocity of 30m/s. Its original position is at a x-coordinate of zero. If the frame rate is 30fps, then Frame 1 corresponds to the motion of the car from t=0s to t=0.0333s (1/30) and Frame 2 corresponds to t=0.0333s to t=0.0666s. If the motion of the car is modelled with computer animation then the position of the car in Frame 1 would be at x=0.5m (the average position of the car within Frame 1) and x=1.5m in Frame 2. There is a 1m gap in the positions of the car in Frames 1 and 2.

If the motion of the car is captured on film with the same frame rate however, the position of the car on each frame can no longer be precisely pin-pointed. In this case the image of the car in Frame 1 would be a blurry image extending from x=0m to x=1m, while in Frame 2 it would be a blurry image from x=1m to x=2m. The result is that the image of the car is no longer precisely defined on both frames yet when the two frames are strung together there would be no gap appearing between the two blurry images. Although the moving images on each frame in this case have been blurred, the motion appears smoother to the human eyes.

An example of afterimage separation can be seen when taking a quick 180 degree turn in a game in only 1 second. A still object in the game would render 60 times evenly on that 180 degree arc (at 60 Hz frame rate), and visibly this would separate the object and its afterimage by 3 degrees. A small object and its afterimage 3 degrees apart are quite noticeably separated on screen.

The solution to this problem would be to interpolate the extra frames together in the back-buffer (field multisampling), or simulate the motion blur seen by the human eye in the rendering engine. When vertical sync is enabled, video cards only output a maximum frame rate equal to the refresh rate of the monitor. All extra frames are dropped. When vertical sync is disabled, the video card is free to render frames as fast as it can, but the display of those rendered frames is still limited to the refresh rate of the monitor. For example, a card may render a game at 100 FPS on a monitor running 75 Hz refresh, but no more than 75 FPS can actually be displayed on screen. As a result of the extra rendered frames, this would lead to a displayed frame to sometimes show more than one rendered frame on the screen, thus simulating the motion blur effect.

骷髅兵 发表于 2009-8-28 14:55


我过去也以为是这样
但是仔细看了电影胶片后发现,很多镜头的快门时间不会长于1/50秒
而且有的镜头在不换胶卷,光圈改变的情况下画面曝光不变,那么唯一的可能就是改变了快门时间

其实你想象一下电影摄像机内部的 ...
md2000 发表于 2009-8-26 22:45 http://bbs.saraba1st.com/images/common/back.gif
你看到的电影胶片不是原片吧,电影院的胶片是后期剪辑处理再输出过的,你不知道现在的电影后期有多强大吗?

abc9878 发表于 2009-8-28 16:23

我们一般都说帧数越多,画面越流畅
帧数少的情况下,会感到画面跳跃停顿
电影之所以在24帧的情况下能保持流畅,是因为它每个画面记录了1/24秒的全部过渡信息,而不像电脑记录的是单独的瞬间


我以前也以为是这样, ...
md2000 发表于 2009-8-26 21:33 http://bbs.saraba1st.com/images/common/back.gif
电影在24FPS仍保持流畅,是因为电影镜头不会剧烈,快速移动。

abc9878 发表于 2009-8-28 16:24

其实,BIO 2,3都很流畅的。

FlymetotheMars 发表于 2009-8-28 16:39

胶片电影回放时中间有黑帧 跳动感被平均化了

oyss1225 发表于 2009-8-28 17:20

loki_nie 发表于 2009-8-28 17:50

a4840639 发表于 2009-8-28 17:58

游戏24帧不流畅是因为-----他根本没达到24帧.
或者说,没在所有时间点上达到24帧.
游戏中帧数是在不停的浮动的,所谓的锁定30帧也只是宣传的理想状态.
某些复杂场景可能使某几毫秒内帧数骤降到20帧(也可能是19帧,也可 ...
loki_nie 发表于 2009-8-28 09:50 http://bbs.saraba1st.com/images/common/back.gif
+1,这也是我很长时间一来的看法

其实电影还有一点就是尽量避免使用快速镜头平移之类的拍摄

CaiFan0 发表于 2009-8-28 18:26

反正游戏24帧就是跳得难受

md2000 发表于 2009-8-28 18:48

md2000 发表于 2009-8-28 18:49

cxn 发表于 2009-8-28 19:06

反正游戏24帧就是跳得难受
CaiFan0 发表于 2009-8-28 18:26 http://bbs.saraba1st.com/images/common/back.gif
没记错的话,幻想传说PS版战斗只有15帧……

FlymetotheMars 发表于 2009-8-28 19:58

TV平台好多了PC游戏面对的配置参差不齐跳帧问题才更突出

FlymetotheMars 发表于 2009-8-28 20:01

游戏24帧不流畅是因为-----他根本没达到24帧.
或者说,没在所有时间点上达到24帧.
游戏中帧数是在不停的浮动的,所谓的锁定30帧也只是宣传的理想状态.
某些复杂场景可能使某几毫秒内帧数骤降到20帧(也可能是19帧,也可 ...
loki_nie 发表于 2009-8-28 17:50 http://bbs.saraba1st.com/images/common/back.gif
这个也是我想说的

在多人联机状体下感受更加明显 还有PC游戏中同时也在运行其他大程序时也一样 想emule在hash文件时 连2D游戏都跳得厉害

真tのR妻 发表于 2009-8-29 00:09

3D游戏30桢看着跳是因为即时演算没有办法实时渲染motion blur。就这么简单。CG就不会跳,CG都会加上motion blur,不加motion blur的CG只有初学者才会拿出来。

ox_thedarkness 发表于 2009-8-29 00:36

FlymetotheMars 发表于 2009-8-29 01:28

你是模拟器没设置好吧...

ox_thedarkness 发表于 2009-8-29 01:31

eva02eva02 发表于 2009-8-29 01:57

只有高速的大场景移动
才会需要很高的帧数吧- -
比如Q3瞬间转身干掉身后的敌人

eva02eva02 发表于 2009-8-29 02:00

33# FlymetotheMars


你可以试试上面那个swf,看看是不是能只看见一个方块
ox_thedarkness 发表于 2009-8-29 01:31 http://bbs.saraba1st.com/images/common/back.gif
你这个是明显的视觉残留吧

FlymetotheMars 发表于 2009-8-29 02:06



我的液晶屏看起来是一圈

杀手之王 发表于 2009-8-29 09:11

玩FPS我反而越卡玩得越爽...一旦流畅了就头疼

酷乐 发表于 2009-8-29 10:23



我的液晶屏看起来是一圈
FlymetotheMars 发表于 2009-8-29 02:06 http://bbs.saraba1st.com/images/common/back.gif

一個,如果是一圈你的屏是幾幾年的啊……

FlymetotheMars 发表于 2009-8-30 04:45



一個,如果是一圈你的屏是幾幾年的啊……
酷乐 发表于 2009-8-29 10:23 http://bbs.saraba1st.com/images/common/back.gif
T61的确很挫的屏
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