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Old 18th November 2018, 10:20   #41  |  Link
pinterf
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Quote:
Originally Posted by tormento View Post
@pinterf would you try to resurrect a new version of FFT3DGPU?
The source is not complete.
filtersps.h, filtersps.cpp, dxinput.h, dxinput.cpp is missing.

This is what I found:
Forum: https://forum.doom9.org/showthread.php?t=89941

Known sources of the plugin:

x86:
http://www.avisynth.nl/index.php/Ext...oral_Denoisers
http://www.avisynth.nl/users/tsp/fft3dgpu0.8.2.exe
http://avisynth.nl/users/tsp/fft3dgpu0.8.2.7z

And the latest one:
This one is non-existant (it is said to have the missing 4 files: filtersps.h, filtersps.cpp, dxinput.h, dxinput.cpp), tsp provided them (https://forum.doom9.org/showthread.p...62#post1102862) in an updated version:
http://www.avisynth.org/tsp/fft3dgpu0.8.2a.exe
but it disappeared from the site since then.

x64: (binary only, dll and hlsl)
http://avisynth.nl/index.php/AviSynth%2B_x64_plugins
https://www.mediafire.com/download/2..._3-15-2010.rar
Comment:
The HLSL (shader program) file is edited from the original to adhere to pixel shader 3.0 syntax rules.
Please make sure to place the correct file in the same directory as the 64bit plugin. Compiled by Joshy D.
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Old 18th November 2018, 10:24   #42  |  Link
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Quote:
Originally Posted by pinterf View Post
The source is not complete.
filtersps.h, filtersps.cpp, dxinput.h, dxinput.cpp is missing.


In the mean time I have found the x64 you were quoting.

Lot of limitations with Prefetch, works with mode 3 only. Computer interface barely usable when running. Video memory, full all the time.

Anyway, that's it.
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Old 18th November 2018, 10:27   #43  |  Link
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Quote:
Originally Posted by pinterf View Post
The source is not complete.
filtersps.h, filtersps.cpp, dxinput.h, dxinput.cpp is missing.
https://forum.doom9.org/showthread.p...57#post1102757
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Old 18th November 2018, 10:37   #44  |  Link
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Quote:
Originally Posted by tormento View Post
As I wrote the file is not found on the server.
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Old 18th November 2018, 12:23   #45  |  Link
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Quote:
Originally Posted by pinterf View Post
As I wrote the file is not found on the server.
fft3dgpu0.8.2a.exe:
https://www.dropbox.com/s/b25nik2r4q....8.2a.exe?dl=1




Edit:
Hi there pinterf. Yes, I've not been on on here as I use to but I still lurk .

Last edited by Reel.Deel; 18th November 2018 at 12:34.
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Old 18th November 2018, 12:29   #46  |  Link
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Somehow I knew that you - like a good museum officer - will dig it out and appear soon , thanks.
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Old 18th November 2018, 13:46   #47  |  Link
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Quote:
Originally Posted by pinterf View Post
Somehow I knew that you - like a good museum officer - will dig it out and appear soon , thanks.
Sorry, can not resist.
This gave me a good laugh,
it almost saved my day.
Reel.Deel for sharing
and pinterf for your humoristic thanksgiving to the digger.
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Old 18th November 2018, 18:27   #48  |  Link
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Download FFT3dGPU 0.8.3 - pfmod
Semi-experimental release - nothing important has been changed in the source. This build is giving me identical results to the old v0.8.2 (x86) but who knows.

At least we have a compilable codebase again, an x64 build which is surely compatible with AVS+ x64 structures, and finally the interface version of the plugin is V6 (for Avisynth 2.6.0.5- and Avisynth+).

You can find _no_ additional colorspaces yet.

Code:
An attempt to compile FFT3dGPU under Visual Studio 2017 with current Avisynth+ headers for x86/x64.

Changelog (pinterf)

**v0.8.3 (20181118)**
- project hosted on https://github.com/pinterf/FFT3dGPU
- source and project files updated to build under Visual Studio 2017 (15.9) using DX SDK June 2010
- Moved to Avisynth Interface 6 (v2.6) - using headers from the Avisynth+ project
- added x64 platform

**v0.8.2 (x86: 2006, x64: 2010)**
- Initial source: 0.8.2
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Old 20th November 2018, 18:58   #49  |  Link
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Lol. I got in touch just today with TSP.

@pinterf do you still need sources or you found another way?
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Old 20th November 2018, 19:15   #50  |  Link
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Quote:
Originally Posted by tormento View Post
Lol. I got in touch just today with TSP.

@pinterf do you still need sources or you found another way?
I've got all I wanted, thanks.
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Old 21st November 2018, 16:50   #51  |  Link
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Download FFT3dGPU 0.8.4 - pfmod
All 8 bit color spaces, except RGB24 and RGB32. For RGB use planar RGB instead.

Code:
**v0.8.4 (20181121)**
- New color spaces besides YV12 and YUY2:
  Y8, YV16, YV411, YV24 (all 8 bits), 8 bit Planar RGB (Avisynth+)
- FFT3dGPU filter registers itself as MT_SERIALIZED automatically for Avisynth+: no need for SetFilterMTMode.

**v0.8.3 (20181118)**
- project hosted on https://github.com/pinterf/FFT3dGPU
- source and project files updated to build under Visual Studio 2017 (15.9) using DX SDK June 2010
- Moved to Avisynth Interface 6 (v2.6) - using headers from the Avisynth+ project
- added x64 platform

**v0.8.2 (x86: 2006, x64: 2010)**
- Initial source: 0.8.2
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Old 21st November 2018, 21:17   #52  |  Link
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Quote:
Originally Posted by pinterf View Post
Much better to split this in its own thread or create a new one.

Or not?
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Old 30th January 2019, 04:12   #53  |  Link
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Hi,

I just migrated from AVS 2.6.0 x86 MT to AviSynth+ 2772 MT x64 and tested the version 2.5, 2.4 and 2.3 of your FFT3DFilter (with FFTW 3.3.8 AVX).

Do I have to change my colorspace (I am using YUV/YV12) or am I doing anything wrong, because the luma changes dramatically even without setting any value; the same applies for your filter within AVS 2.6.0. Till now I used FFT3DGPU 0.8.2 and there was everything okay; also with 0.8.4 seems everything to be alright.

1. Original
2. FFT3DFilter 2.5 (somewhat dithered, brightened and darkened or something like that; is there a problem with colorspace- or bit-depth-conversion?)
3. FFT3dGPU 0.8.4

These are the corresponding avs-lines:

FFT3DFilter(sigma=0.1, beta=1.0, bw=32, bh=32, sharpen=0.0, scutoff=0.27, plane=0, bt=3)

FFT3DGPU(sigma=0.1, beta=1.0, bw=32, bh=32, sharpen=0.0, scutoff=0.27, wintype=0, plane=0, bt=3, precision=2)

Histogram("luma")
Attached Images
   

Last edited by almosely; 30th January 2019 at 22:44.
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Old 31st January 2019, 11:36   #54  |  Link
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Hi almosely,

first, I noticed something. What can you see for this clip? On my machine it's like FFT3dGPU is keeping the left half of the picture untouched.
tested with FFT3DGPU 0.8.2 to 0.8.4

EDIT: my source was not mod4 width, seems that output is corrupted for such width values

Code:
Function Diff(clip src1, clip src2)
{
  return Subtract(src1.ConvertBits(8),src2.ConvertBits(8)).Levels(120, 1, 255-120, 0, 255, coring=false)
}
c = any yv12 source (non-mod4-width)

clip1=c.FFT3DFilter(sigma=0.1, beta=1.0, bw=32, bh=32, sharpen=0.0, scutoff=0.27, plane=0, bt=3)
clip2=c.FFT3DGPU(sigma=0.1, beta=1.0, bw=32, bh=32, sharpen=0.0, scutoff=0.27, wintype=0, plane=0, bt=3, precision=2)
#clip11=clip1.Histogram("luma") 
#clip22=clip2.Histogram("luma") 
#StackHorizontal(clip1, c)
#Diff(clip1, c) # FFT3dFilter: OK
Diff(clip2, c) # FFT3dGPU: left half is untouched

Last edited by pinterf; 31st January 2019 at 13:10. Reason: reason found: non-mod4 width
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Old 31st January 2019, 11:51   #55  |  Link
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Save the three images to your local drive. Open one in fullscreen and circle through the three. A difference between the original state and the one from FFT3DGPU is almost not existing, as it should be (no parameters were set). But the difference between FFT3DFilter and the other two screens punches you into your face - it's so big, no one can not see it instantly; and there shouldn't be any difference at all.

Last edited by almosely; 31st January 2019 at 11:59.
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Old 31st January 2019, 13:54   #56  |  Link
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almosely, you were right, you have a human eyesight comparable to an eagle's , yes, those small dithering-like dots really exist.

Internally all computations are in 32bit float numbers. Integer values are converted to float, making all fft and other stuff, then the result is converted back to e.g. 8 bit integer.
Usually this latter conversion is done with proper rounding, typically: integer_value = truncate(float_value + 0.5).

FFT3dFilter is lacking this rounding, that's why we are seeing the luma difference a bit "busy" instead of a boring flat difference.

Could you please try this build?
https://drive.google.com/open?id=1Q-...BiEfKn2PrebCVU

EDIT: this fix is also solving an issue - which I never understood - when FFT3DFiltering a simple BlankClip input results in more and more noise over time when bt=0 is used.
Code:
orig=blankclip(length=200,width=1920,height=1080,pixel_type="YUV420P8")
new=orig.FFT3DFilter(sigma=3,plane=4,bt=0,degrid=0,pfactor=0.0)
Subtract(orig,new).Levels(120, 1, 255-120, 0, 255, coring=false)

Last edited by pinterf; 31st January 2019 at 16:01.
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Old 31st January 2019, 15:56   #57  |  Link
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... and there is a very small amount of blurring too, within the created image by FFT3DGPU ;-) But nothing to worry about. BTW, although I see (and hear and smell etc.) extremely good, I encode never higher than 720p, because nobody is able (when really watching and not searching for insufficiency) to see the difference to higher resolutions in a moving image, if the viewing distance is chosen properly to the human eyes abilities (a 20 degrees angle between our face and the left+right borders of a screen); so I did also reduce the screen resolution of my smartphone from 2560x1440 to 1280x720p, because that is absolutely sufficient (although a very little bit of blurring is noticable because of the high contrast of displayed "still images" there) ...

Thank you very much for the explanation - I suspected something like that. But it's not only "busy", there's a variation of the luma values throughout the whole picture (darker areas are getting brighter and vice versa).

And thank you again, for the pre-build of FFT3DFilter. I will test it as soon as possible - I just uninstalled everything regarding my recent migration from AVS 2.6.0 (x86) to AVS+ (x64) in a moment of doubt and have to reinstall ;-) Oh, and I always resize/crop to get mod4 ;-)

Last edited by almosely; 31st January 2019 at 16:18.
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Old 31st January 2019, 16:28   #58  |  Link
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Quote:
Originally Posted by almosely View Post
I just uninstalled everything regarding my recent migration from AVS 2.6.0 (x86) to AVS+ (x64) in a moment of doubt and have to reinstall ;-)
You might want to have a look at the Universal Avisynth Installer from my signature.
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Old 31st January 2019, 16:37   #59  |  Link
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I just wanted to add (edit) something to my lines before: If an oculist is attesting ones ability to see as 100% (sharp), than 1280x720p are 111% respectively. That's a fact nearly nobody is aware of (marketing sends regards). Therefore 100% are only 1160x652 (although the human eye is able to see a maximum of 2320x1304 under ideal conditions like still pictures, high contrast, dark environment, young age etc.); normally we just recognize 50%, which would be 596x336 ... And in addition to my earlier posting: Playing games in 720p is mostly satisfying too - therefore it's no problem at all to play triple-A-games with my old GeForce GTX 660 Ti (the last ones were Senua's Sacrifice or Fallout 4) :-)

I noticed your Universal AVS Installer before the very first installation of AVS+, but I decided to make a clean migration; so wether the old 2.6.0 nor AVS+ is installed right now (and no MPC-HC, AvsPmod, AVSmeter, vc_redist2017) :-( Thanks for your hint anyway! :-)

Last edited by almosely; 31st January 2019 at 16:53.
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Old 31st January 2019, 16:58   #60  |  Link
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Quote:
Originally Posted by almosely View Post
I just wanted to add (edit) something to my lines before: If an oculist is attesting ones ability to see as 100% (sharp), than 1280x720p are 111% respectively. That's a fact nearly nobody is aware of (marketing sends regards). Therefore 100% are only 1160x652 (although the human eye is able to see a maximum of 2320x1304 under ideal conditions like still pictures, high contrast, dark environment, young age etc.); normally we just recognize 50%, which would be 596x336
Do you have links to scientifically sound research that would support your statements?
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