An interactive environment to showcase, test, and benchmark a motion blur post process effect driven by the Jump Flood Algorithm in Godot 4.3 beta
Find a file
sphynx-owner a34ff7f25f improvement/fixes: blur quality, blur range, Mac support, performance
- blur heuristics improved for reduced smearing
- velocity blur range fixed a bug
- fixed MacOs bug regarding doubles in shader
- lowered buffer accuracy and changed doubles to floats, improved performance
2024-07-09 21:21:05 +03:00
Audio first commit 2024-07-06 21:22:05 +03:00
Build first commit 2024-07-06 21:22:05 +03:00
Godot-Human-For-Scale first commit 2024-07-06 21:22:05 +03:00
Materials first commit 2024-07-06 21:22:05 +03:00
Meshes first commit 2024-07-06 21:22:05 +03:00
MotionBlurDebugScript Improvement: tooltips, defaults, and framerate independence 2024-07-07 21:19:03 +03:00
MyJumpFloodIteration improvement/fixes: blur quality, blur range, Mac support, performance 2024-07-09 21:21:05 +03:00
Resources first commit 2024-07-06 21:22:05 +03:00
Scenes first commit 2024-07-06 21:22:05 +03:00
Scripts first commit 2024-07-06 21:22:05 +03:00
Textures first commit 2024-07-06 21:22:05 +03:00
.gitignore first commit 2024-07-06 21:22:05 +03:00
LICENSE changed name of original license file 2024-07-07 11:37:47 +03:00
MainScene.tscn improvement/fixes: blur quality, blur range, Mac support, performance 2024-07-09 21:21:05 +03:00
project.godot added a toggle option for motion blur 2024-07-07 12:31:59 +03:00
README.md Update README.md 2024-07-07 21:49:35 +03:00

JFA_driven_motion_blur_demo

An interactive environment for showcasing, testing, and benchmarking my implementation of a per-object motion blur.

This utilizes the Jump Flood Algorithm for a velocity dilation pass prior to blurring for high quality, high range, and high detail motion blur effect, with the efficiency of O(log(n)).

An overview video can be found here: https://youtu.be/m_KvYlYF3sA

A paper I wrote on the matter can be found here: Using the Jump Flood Algorithm to Dilate Velocity Maps in the application of Believable High Range High Fidelity Motion Blur 7_7_24 (2) - Google Docs.pdf

An addon version can be found here: https://github.com/sphynx-owner/JFA_driven_motion_blur_addon/tree/master

Bistro-Demo-Tweaked

Bistro demo for Godot showcasing lighting and high quality assets.

https://github.com/Jamsers/Bistro-Demo-Tweaked/assets/39361911/67493ad0-d19c-40ab-ad07-4014dbd654a5

Includes Godot-Human-For-Scale to run around the level, and an interface for changing the time of day, resolution scaling, and quality scaling. Appropriate objects in the level are set to dynamic and are physics enabled, to see the effects of lighting on dynamic objects as well.

Usage

  1. Clone or download the Github repository.
  2. Download Godot 4.x and open the repository folder with Godot.
  3. Run the project. (Play button on the upper right corner of Godot's interface)

Releases

Windows: Bistro-Demo-Tweaked-Windows.zip
Mac: Bistro-Demo-Tweaked-Mac.zip
Linux: Bistro-Demo-Tweaked-Linux.zip

To get past the "Apple cannot check it for malicious software" warning on Mac, follow the instructions here.

Controls

  • ESCAPE to capture/uncapture mouse
    H to hide/unhide control panel UI

  • W-A-S-D to move
    SHIFT to sprint
    SPACE to jump
    TILDE(~) to noclip

  • V to switch third person/first person
    RIGHT CLICK to zoom/focus

*.res Files Reimported

When opening the project for the first time, you may notice hundreds of *.res files get modified in your source control. This is a quirk of the Godot importer and these changes can be safely discarded once project has already been opened once.

Extra Options

Use the Light Change Utility node to change lighting scenarios in editor.
Includes a profiler to see performance details. RAM counter not available in release builds.
You can turn music on or off in editor.

lightchangeutility

ui

Credits

Ported from Amazon Lumberyard Bistro.
Original porting work done by Logan Preshaw, original port can be found here.
Uses Creative Commons sounds, attributions are here.