

Sometimes, motion blur can be removed from images with the help of deconvolution.Wall is a full-speed dude, a blur, who has been forced to slow down, be patient, evolve. Although this gives sharper slow motion replays it can look strange at normal speed because the eye expects to see motion blurring and does not. For this reason special cameras are often used which eliminate motion blurring by taking rapid exposures on the order of 1/1000 of a second, and then transmitting them over the course of the next 1/25 or 1/30 of a second. In televised sports, where conventional cameras expose pictures 25 or 30 times per second, motion blur can be inconvenient because it obscures the exact position of a projectile or athlete in slow motion. Similarly, smooth pursuit allows the eye to track a target in rapid motion, eliminating motion blur of that target instead of the scene. Saccadic masking makes motion blur during a saccade invisible. To cope with this, humans generally alternate between saccades (quick eye movements) and fixation (focusing on a single point). When an animal's eye is in motion, the image will suffer from motion blur, resulting in an inability to resolve details.
BLUR SYNONYM SOFTWARE
However, for advanced motion blur filtering including curves or non-uniform speed adjustment, specialized software products are necessary. Adobe Photoshop or GIMP) offer simple motion blur filters.

In 2D computer graphics, motion blur is an artistic filter that converts the digital image / bitmap / raster image in order to simulate the effect.

Go motion is a variant of stop motion animation that moves the models during the exposure to create a less staggered effect. Motion lines in cel animation are drawn in the same direction as motion blur and perform much the same duty. Temporal anti-aliasing produces frames as a composite of many instants. In pre-rendered computer animation, such as CGI movies, realistic motion blur can be drawn because the renderer has more time to draw each frame. When used in videogames, there are generally two methods used to achieve motion blur: cheaper full-screen effects, which typically only take camera movement (and sometimes how fast the camera is moving in 3-D Space to create a radial blur) into mind, and more "selective" or "per-object" motion blur, which typically uses a shader to create a velocity buffer to mark motion intensity for a motion blurring effect to be applied to or uses a shader to perform geometry extrusion. Some of the more known games that utilise this are the recent Need for Speed titles, Unreal Tournament III, The Legend of Zelda: Majora's Mask and many others. Many next generation video games feature motion blur, especially vehicle simulation games. This is why a video game with a frame rate of 25-30 frames per second will seem staggered, while natural motion filmed at the same frame rate appears rather more continuous. Without this simulated effect each frame shows a perfect instant in time (analogous to a camera with an infinitely fast shutter), with zero motion blur. In computer animation (2D or 3D) it is computer simulation in time and/or on each frame that the 3D rendering/animation is being made with real video camera during its fast motion or fast motion of "cinematized" objects or to make it look more natural or smoother. Two animations rotating around a figure, with motion blur (left) and without
