Builtin Library
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- README.md1.7 KB
- scene.json25.1 KB
README.md
temporalTorture
The temporal reference: the content a temporal resolve gets wrong, under temporal antialiasing.
Contents
ReferenceCamera: the station every reading is taken from, at{0, 1.5, 9}looking down -Z;CutCamerais a second station ({6, 3, 6}, turned 40 degrees toward the scene, priority -1). A camera cut is the viewport going from one to the other (camera.setEditorOverride(id)), the frame a resolve has to drop its history on.TemporalAntiAliasing: the scene's temporal antialiasing at its defaults.SiemensStar: 36 spokes of 0.9 on 0.02 (postReference_siemensStar, unlit); toward its centre the spokes are narrower than a pixel.Wire0..Wire4: horizontal wires 0.016 units thick, thinner than a pixel at this distance (postReference_white, unlit).FencePost0..FencePost16andFenceRail0/FenceRail1: a fence of thin white posts at a regular pitch, the pattern a jittered resolve shimmers on.FanwithFanBlade0..FanBlade3: four white blades turning at 8 radians per second (Mover.spin).FastObject: a lit grey cube carried round a 2-unit circle at 3 radians per second (Mover) in front ofCheckerBackdrop, a 64-cell checker (postReference_checker).- Everything stands on the scene's dark clear colour, so thin geometry is read against a flat field.
SunandAmbientlight the lit parts.
The movers turn while the engine plays (engine.mode = "play"); in edit mode
the scene holds still.
The scene's player intent is none. Put the viewport on ReferenceCamera
and read consecutive frames with renderer.presentedFrames({ frames = n });
postMetrics.temporalVariance reads how much each pixel changes across them.