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This is the method used by DICE's latest work as well as UE4.
There are two methods of doing this.
The first and simpler approach is to just use the delta camera transform to figure out the velocity vectors from the world positions.
The more advanced method is to render a velocity field for each object that also incorporates the camera transform, this allows capturing the object velocity of moving objects and the sub-object velocities of deforming objects (such as morphs and skins.) I would slowly build up to the more complex version of this.
The main implementation that people use is this one: https://github.com/playdeadgames/temporal
optimus007