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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; CutCamera is 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..FencePost16 and FenceRail0 / FenceRail1: a fence of thin white posts at a regular pitch, the pattern a jittered resolve shimmers on.
  • Fan with FanBlade0..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 of CheckerBackdrop, a 64-cell checker (postReference_checker).
  • Everything stands on the scene's dark clear colour, so thin geometry is read against a flat field.
  • Sun and Ambient light 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.