Motion Blur
Pause a live-action film on a fast pan and the frame is a mess of streaks — a running figure smeared
into a comet, wheel spokes dissolved into a haze. That "mess" is doing something vital: it is
motion blur, and it is the single effect that makes a strip of still frames read as
smooth continuous motion rather than a strobing flip-book. Turn it off in a CG render and
fast motion suddenly judders — the eye catches each sharp, discrete position and the
whole shot flickers like an old zoetrope, even at a high frame rate.
This page is the flip side of the sampling story from
the foundations module:
there we sampled a continuous motion at discrete frame times; here we ask what a
physical camera records at each of those samples, and how faithfully reproducing that saves
the animation from strobing.
Why a real camera blurs
A film or digital camera does not freeze an instant. Its shutter opens for a finite
slice of each frame's duration, and during that slice light keeps piling onto the sensor. If the
subject moves while the shutter is open, its image sweeps across a band of pixels and every one of
them is exposed — the object is recorded not as a point but as a time-integral of every
position it occupied during the exposure.
- The shutter interval is the time the shutter stays open within one frame of
duration \Delta t = 1/\text{fps}. The recorded image is the
average of the scene over that interval.
- The shutter angle \theta expresses that interval as
a fraction of the frame: a mechanical rotary shutter is a spinning disc with a wedge cut out, and
\theta is the wedge's angle. Open time is
\Delta t \cdot \theta/360^\circ.
- Motion blur is the streak an object leaves because it is sampled over a
time interval, not a time instant. Its length is (object speed) ×
(shutter open time).
The classic film standard is the 180° shutter: the shutter is open for exactly half
the frame, an interval of \Delta t / 2. (The other half of the disc's
rotation was historically needed to advance the film without exposing it.) A century of cinema has
trained our eyes on that particular amount of blur — it is the look we read as "natural motion".
The blurred footprint, interactively
Below, the tall faint bar is where a fast object would land without motion blur — all
of its light packed into one sharp spot. The solid curve is its blurred footprint:
raise the speed (how far it travels in one frame) or open the shutter angle wider
and the same light spreads over more pixels, so the footprint grows wider and — because the light is
conserved — fainter. At 0^\circ the shutter is shut and
you get the sharp strobe; crank it toward 360^\circ and a fast object
smears into a broad, low, unreadable band.
Watch the width readout track D \cdot \theta / 360^\circ: the blur is
simply the frame's travel scaled by the shutter fraction. A widely-spaced (fast) move at a wide
shutter is the most smeared; a slow move barely blurs at any shutter.
Worked example: 20 pixels in one frame
A ball crosses D = 20 px during a single frame of a
24 fps shot (frame duration \Delta t = 1/24 s).
How long should its motion-blur streak be under the standard 180^\circ
shutter?
The shutter is open for half the frame, so the ball travels for only half the frame while being
exposed:
\text{blur length} \;=\; D \cdot \frac{\theta}{360^\circ} \;=\; 20\,\text{px} \cdot \frac{180^\circ}{360^\circ} \;=\; 10\,\text{px}.
The ball is recorded as a 10-px streak — half the frame's travel — smoothly
connecting where it was to where it is. The next frame's streak begins right where this one
ends, so across the shot the streaks tile the ball's path into an unbroken ribbon: the eye reads
continuous motion.
Turn the blur off and instead you get a sharp ball at 0 px,
then a sharp ball 20 px away, then 40, … — a
sequence of crisp, discrete jumps with hard gaps between them. Twenty pixels is a big jump; the eye
cannot fuse those separated snapshots and the ball appears to strobe or stutter, the
exact judder you see in a video game with motion blur disabled.
Rendering it: sample many sub-times, or fake it fast
A renderer knows the object only at frame times, so it must reconstruct the exposure interval. Two
families of technique dominate.
- Temporal supersampling (the correct way). Split the shutter interval into many
sub-times, render (or ray-trace) the scene at each, and average the results — a Monte
Carlo estimate of the exposure integral. Physically accurate: it handles occlusion, rotation,
deformation and reflections correctly. Cost is roughly linear in the number of sub-samples, so it
is an offline / production tool.
- Velocity-buffer post-process (the fast way). Render one sharp frame plus a
per-pixel motion vector (screen-space velocity), then in a post pass smear each pixel
along its own vector. Cheap and real-time — the games and compositing workhorse — but it is only
an approximation of a 2-D image, so it produces artefacts at silhouette edges and
occlusions (a blurred foreground can't reveal the correct background it never rendered),
and it can't blur what a single frame didn't capture.
The choice is the usual one: supersampling buys correctness with render time; the velocity buffer buys
speed with edge artefacts. Both are answering the same question — what did the sensor integrate
while the shutter was open?
Blur is spacing, seen by the shutter
Notice that blur length is D \cdot \theta/360^\circ — directly proportional
to D, the per-frame travel, which is exactly the
spacing from the timing-and-spacing lesson. Widely-spaced (fast) frames get long
streaks; tightly-spaced (slow) frames get almost none. So motion blur is not a separate phenomenon
bolted on at render time — it is the shutter reading out the spacing as a smear. A move that
the animator spaced to feel fast will automatically look fast, because the blur grows with the very
spacing that carries the speed.
Early movie cameras used a spinning opaque disc with a pie-slice cut out of it. As the disc rotated,
the open wedge swept past the film gate, exposing each frame; the solid part covered the gate while
the film advanced. The size of that wedge — literally an angle — set how long each frame was
exposed. A half-open disc (a 180^\circ wedge) exposes for half of each
rotation, i.e. half the frame time. The number stuck as a unit even though modern digital sensors have
no spinning disc at all: "shutter angle" is now just a familiar way to say "what fraction of the frame
was the sensor collecting light", and 180^\circ still means "half".
On a very fast action — a punch, a whip-pan, a sword slash — even a correct 180^\circ
streak may not be enough for the eye to connect one frame to the next, and the action reads as a hard
pop. Traditional animators solved this with smear frames: a single drawing where the
object is deliberately stretched into a long multi-armed streak spanning its whole travel, an
exaggerated hand-drawn motion blur. Modern CG does the same thing by pushing the shutter past
180^\circ or stretching the mesh along its velocity. It is a stylistic
cheat that trades physical accuracy for readability — the blur's job is to fuse the frames,
and sometimes physics needs a little help.
It is tempting to think motion blur is a mere finishing polish. It is not — it is the thing that
conceals the discrete-frame nature of the whole medium. Turn it off, or use too
short a shutter (a small angle, sharp crisp frames), and fast motion strobes and
judders because the eye now perceives each separate snapshot — and this happens
even at a high frame rate; the notorious "60 fps soap-opera / video-game stutter" is largely
missing or too-thin motion blur, not too few frames. But do not overcorrect: too much blur
(too long a shutter, angle well past 180^\circ) smears everything
into an unreadable mush and you lose all detail and crispness. Short shutter → judder; long shutter →
mush. The 180^\circ rule is the century-tested sweet spot between them.