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17th April 2009, 10:49 | #381 | Link | |
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Why not offer both:
1) apply settings after LUT conversion in RGB space - this is a little lossy but enough for a preview 2) if user likes what he sees, he can then use the second option to generate a corresponding lut - to have best quality without two uncessary operations Quote:
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17th April 2009, 11:24 | #383 | Link | |
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proper gamut conversions w/ mismatched saturation % is indeed pointless. but I've discussed it w/ several peeps on the HCFR forum, and they agree w/ yesgrey....colors w/ a saturation >75% are hardly ever used(if ever). saturations on my HC3100 look like this, so I'm quite safe : |
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17th April 2009, 11:41 | #384 | Link | |
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@yesgrey3
Obviously you are the right man for my question. Would a saturation editor be possible? Here is an example for the influence of gamma of the saturation measured from my calibrated Sony G90: Gamma 2.2: Gamma 2.5: @leeperry Quote:
Last edited by FoLLgoTT; 17th April 2009 at 11:56. |
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17th April 2009, 12:30 | #385 | Link | |||
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The Y'CbCr -> Y'CbCr is already supported by cr3dlut, though I don't know if it's working correctly, because I haven't tested it yet. The Y'CbCr -> YCbCr would be possible to add, but then we would have to perform the final gamma encoding via 1D LUTs to have higher precision and a full control of it. But remember that several other things that we might want to do via the 3DLUT should be done at the end of all image processing... we can always use 2 3DLUTs in the processing chain... 512MB is almost the basic reference in the current graphics cards. Quote:
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That's our final goal... |
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17th April 2009, 12:52 | #386 | Link | |
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or a script would need to be made to send a "next chapter" hotkey to MPC and then click on "next" in Color.HCFR I already asked the Color.HCFR coders a while back if they could sync their manual DVD patterns w/ MPC, but they didn't care too much and seemed very busy already. and I can prolly live w/ +5% of saturation at max, considering tints >75% are hardly ever used....right? Last edited by leeperry; 17th April 2009 at 13:03. |
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17th April 2009, 15:29 | #388 | Link | |
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Another option is to modify the Lanczos formula itself. In the following code 'x' is the sampling point relative to the center-left pixel in the sampling window. winSize is the size of the sampling window (8 for Lanczos4, 6 for Lanczos3, etc.) In standard Lanczos, 't' equals halfWinSize. If 't' is raised (must never be smaller than halfWinSize) the Lanczos function will more and more resemble a cropped sinc function and produce a sharper image with more ringing. Code:
static const double pi = 3.14159265359; static const double eps = 1e-9; double Sinc(double x) { return (fabs(x) < eps) ? 1.0 : sin(x) / x; } double Lanczos(double x, int winSize, double t = 0) { int halfWinSize = winSize >> 1; if (t < halfWinSize) t = halfWinSize; if(fabs(x) >= halfWinSize) return 0.0; x *= pi; return Sinc(x) * Sinc(x/t); } |
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17th April 2009, 15:51 | #389 | Link | |||||
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17th April 2009, 16:03 | #390 | Link | ||
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Thanks! |
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17th April 2009, 16:38 | #392 | Link |
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@ericgur
Is it consistently useful to apply a mild, post-scaling sharpener for video presentations? Or is it something that's typically only done on softer source material? I'm sure this is a "try it and see if you like it" sort of thing; I was just wondering if you had any theoretical guidelines on the subject. |
17th April 2009, 16:39 | #393 | Link | |
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Here are some performance numbers: cr3dlut Total number of RGB combinations processed: 256*256*256 = 16777216 processing time: 4656ms (Chromatic_Adaptation 2) processing time: 2968ms (Chromatic_Adaptation 1) Tested in a C2Duo E2160@2.7GHz cr3dlut using shaders??? Let's extrapolate considering the number of RGB combinations in a HD movie: 1920*1080 = 2073600/frame expected processing time: ~575ms (CA 2) expected processing time: ~367ms (CA 1) Since this is a very parallelizable task, if we consider that instead of two it can process 100 at a time expected processing time: ~11.5ms (CA 2) expected processing time: ~7.34ms (CA 1) This is using 64bit FP, if we use 32bit FP the times could be cut almost in half... madshi, if the extrapolation depicted above is reasonable, maybe you would want to consider making all cr3dlut work in the shaders. There would be another big advantage... with 3DLUTs we are limited to 8bit per component input, due to the LUT size; using shaders, you could have full 16bit input/output or even more... |
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17th April 2009, 16:41 | #394 | Link | |
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I've tried a lot of sharpening filters, this one is fast and the most impressive I've seen. And there's a version that uses a separate DLL(coded in assembly) to accelerate the processing slightly. |
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17th April 2009, 17:14 | #395 | Link |
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would it be possible under a reasonable amount of work to have a switch which then uses the multi core cpu rather than gpu for the work? for example when watching AVC with a quadcore the cpu load is mostly ~30-50%, so theres still some power left which could be used. but I suffer from a terrible graphic card which is just too slow, so perhaps the cpu would be able to do that work as well. dunno how whether it might be too much work to add though.
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17th April 2009, 17:28 | #396 | Link | |
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17th April 2009, 17:33 | #397 | Link | |
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17th April 2009, 18:08 | #398 | Link | |||
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That's 3 steps too far. Let me get basic playback working fine before even thinking about adding funny features like that... |
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17th April 2009, 18:12 | #399 | Link |
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ok, so that's the french BD of "Nightmare Before Christmas"
left is downscale to 768p in ffdshow(spline36)>LSF 1.0@40>PC conversion>ConvertToYUY2()>t3dlut HD.3dlut>HR in RGB32 right is downscale to 768p in ffdshow(spline36)>LSF 1.0@40>PC conversion>mVR w/ HD.3dlut in YV12 the gamma is slightly darker in mVR(which increases the contrast), and mVR's PNG's are also 13% bigger than HR. Last edited by leeperry; 18th April 2009 at 22:39. |
17th April 2009, 18:44 | #400 | Link | ||||
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32 bit is all that is needed, we only need 64bit because the gamma decoding/encoding. The biggest advantage of the 3DLUT is that you know that it will never use more GPU resources that it currently uses. Its biggest disadvantage, is the size. The decision is yours. At any time, cr3dlut's code could be transformed in shader code, it would not be a very hard task... |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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