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Old 28th April 2011, 01:07   #61  |  Link
fairchild
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Quote:
Originally Posted by PelPix View Post
Yet another use for this really amazing script.
(Sorry about the quality. I had to screencap it from a render snapshot because it was currently rendering)
Portal 2! I already beat it in single-player mode, pretty fun puzzler.
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Old 28th April 2011, 03:49   #62  |  Link
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Version 1.7 is released which increases the quality of all presets. You can get it from the first post.
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Old 30th April 2011, 08:52   #63  |  Link
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Version 1.7.1 is released which increases the speed by roughly 40%, thanks to the SVP team
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Old 30th April 2011, 09:19   #64  |  Link
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Thanks Subjunk! I tried Interframe for one whole DVD yesterday, which annoyingly was not interlaced, thus I couldn't use QTGMC to bob it. Interframe worked very well. I mean, quality and speed, what more could I ask for?

I'm sure the purist will say that framedoubling is flawed, but hey I want 59.94 fps and Interframe is great for that, so why not?
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Old 30th April 2011, 09:42   #65  |  Link
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Thanks aegis, it's great to know you like it
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Old 30th April 2011, 22:22   #66  |  Link
horus14
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i have this error u.u


me script

Quote:
import("C:\Documents and Settings\Administrador\Mis documentos\Encodeo\InterFrame.avsi")
DirectShowSource("G:\[Leopard-Raws] Fairy Tail - 73 RAW (TX 1280x720 x264 AAC).mp4",fps=23.976,audio=true,convertfps=true)

trim(937,3091)
InterFrame(NewNum=48000, NewDen=1001, FlowPath="C:\Documents and Settings\Administrador\Mis documentos\Encodeo\InterFrame.avsi")
Only have this problem with 1.7.1
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Old 30th April 2011, 22:25   #67  |  Link
SubJunk
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Quote:
Originally Posted by horus14 View Post
i have this error u.u


me script



Only have this problem with 1.7.1
Hi horus14
It's because your FlowPath should be the path, not including the filename. See the help page in the download, or online here for details on each parameter
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Old 1st May 2011, 19:56   #68  |  Link
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Can someone upload a sample of a 60FPS video processed with interframe, I feel curious today...
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Old 1st May 2011, 22:25   #69  |  Link
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One sample is linked in post#1.

InterFrame is there to be used. So, just use it.
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Old 3rd May 2011, 18:28   #70  |  Link
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Watching the sample clip over and over the cigarette looks really bad. It has a judderyness I find really annoying to watch.

Last edited by oddball; 3rd May 2011 at 20:22.
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Old 3rd May 2011, 21:52   #71  |  Link
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It really shows how juddery regular videos are; it's not the script that makes it juddery, it's just that the rest of the frame is improved while the cigarette remains like the original video

However, you notice things like that much more when the interpolation is still a novelty; when you watch it all the time you get used to it

Last edited by SubJunk; 7th May 2011 at 02:18.
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Old 4th May 2011, 03:12   #72  |  Link
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Version 1.8 is released which adds support for 3D content.
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Old 8th May 2011, 17:36   #73  |  Link
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Its not only the cigarette but i have the feeling something is wrong with the background objects that passing by, might be just imagination though but i have the feeling watching the sample something is wrong.
Did someone compared this allready vs other FRCs like Yuvsoft, MSU or Cyberlinks Tzan (CUDA implementation) ?
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Old 8th May 2011, 17:52   #74  |  Link
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Doing a non-integer framerate interpolation (like in 24->60) is always visually more problematic than doing an integer conversion (like in plain framerate doubling). When doubling, every second frame is original, and the potentially artificial/or/inconsistent interpolations show up only a short time. When you do 24->60, then you have one original frame, then come 4 (four!) interpolated frames, one original, 4 interpolations, etc. That's *much* more time for (potential) artifacts/inconsistencies to show up and be noticed.
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Old 8th May 2011, 18:04   #75  |  Link
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Very well explained Didée thx if i understand it right this is once again combining needi + mvtools to achieve this so we have now FRC,Deinterlacing,Denoising,Deflicker,AddGrain,Degrain all based on mvtools as the motion estimation engine and needi playing a big part too that's great and for everyone we can partly utilize the GPU as well . And by combining ffdshow with this we can even utilize it in Realtime frameworks and with DSP support (supplying the frames for decoding leaving more CPU for the PostPro)
The SVP guys actually seem to make the first steps into integrating this in a easy to use Realtime package absolutely great

Im really wondering how avisynth and it's framework by these days compares vs high class stuff like thefoundry or greenparrotpictures Research and YuvSoft also isvs like Cyberlink
Surely avisynth didn't reached 10 Bit yet but i wonder how the base algorithms compare and where it stands

Like there FRC http://www.greenparrotpictures.com/slomo.php
or http://www.greenparrotpictures.com/flicker.php

though also mostly impossible to compare i guess with those without having access to them

Quote:
Of key importance is that we treat the problem at a pixel resolution, and we also pay attention to occlusion and uncovering of objects as they move through the scene.
Maybe that's also what i realize in that sample as it plays in the background

Here is the actual product where their stuff gets into action and what would be comparable to Interframe http://www.thefoundry.co.uk/products/kronos/

http://features.cgsociety.org/story_...?story_id=5776 (the move from C++ to GPU)

here is a moving demo of the scene in the cgsociety article http://www.youtube.com/watch?v=hsFKiLxC4js

Especially the scene is interesting most of their Demo scenes they show Watter (chaotic motion) the canoe paddle shows though some heavy estimation problem, their solution though seems not to apply for interframe in the cigarette case or passing background http://www.youtube.com/watch?v=L0Dl8wyBolQ
Also it seems that their GPU version doesn't show this issue anymore and conquers it now in real time (looking @ the cgsociety demo of the same scene) without needing to apply any alpha matte anymore to fix this

Hey Hey Hey http://thefoundry.s3.amazonaws.com/d...s_Media-v4.zip the assets of that tutorial the Watter scene

http://www.youtube.com/watch?v=tWWGqQImje4 <- Motionblur assets http://thefoundry.s3.amazonaws.com/d...ming_Media.zip <- seems damaged though

http://thefoundry.s3.amazonaws.com/d...Blur_Media.zip <- Motionblur assets in .dpx

http://www.youtube.com/watch?v=YPLj5pQmbV8 <- Grain and Denoise assets http://thefoundry.s3.amazonaws.com/d...rain_Media.zip

The Tutorial Videos are also available as higher quality Quicktime movs not perfect for comparing final results but better then with those youtube videos http://www.thefoundry.co.uk/articles...-nuke-denoise/ http://www.thefoundry.co.uk/articles...r-nuke-kronos/
http://www.thefoundry.co.uk/articles...ke-steadiness/

Also even more assets to play with http://www.thefoundry.co.uk/products...core/training/

The finalcut assets are either in mjpeg 4:2:2 or raw or rle

PS: Can somebody decipher what for a Xeon CPU they compare with http://media.cgnetworks.com/flash/foundry/hawaii.swf Intel Xeon ES5C4 or E55C4 hmm its like Google doesn't know it ?
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Last edited by CruNcher; 8th May 2011 at 23:01.
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Old 8th May 2011, 23:35   #76  |  Link
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Quote:
Originally Posted by Didée View Post
Doing a non-integer framerate interpolation (like in 24->60) is always visually more problematic than doing an integer conversion (like in plain framerate doubling). When doubling, every second frame is original, and the potentially artificial/or/inconsistent interpolations show up only a short time. When you do 24->60, then you have one original frame, then come 4 (four!) interpolated frames, one original, 4 interpolations, etc. That's *much* more time for (potential) artifacts/inconsistencies to show up and be noticed.
Yes, you're right, and that has always been mentioned in the Description section in the first post

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Originally Posted by CruNcher View Post
Its not only the cigarette but i have the feeling something is wrong with the background objects that passing by, might be just imagination though but i have the feeling watching the sample something is wrong.
It's probably a combination of errors and that you're not used to seeing such high framerates; people report the same "wrong" feeling when watching native 60FPS content, too.
There are definitely errors in the sample, and in fact that sample hasn't been updated in a while so I should remake it as there have been quality improvements since then. Of course it still won't be perfect

Quote:
Originally Posted by CruNcher View Post
Did someone compared this allready vs other FRCs like Yuvsoft, MSU or Cyberlinks Tzan (CUDA implementation) ?
I've compared it to all of the ones I've been able to try.

I emailed the YUVsoft and MSU guys but they said they don't have products for individual people, only for companies. I've also tried a few more products and found them to either be worse or had other problems (for example one of them only works with .avi files so I didn't bother trying it)

I'll read through your big post now and reply later. It's great to have all this feedback in the thread, maybe we can improve the script with all these eyes on it
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Old 9th May 2011, 01:01   #77  |  Link
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Originally Posted by CruNcher View Post
Like there FRC http://www.greenparrotpictures.com/slomo.php
or http://www.greenparrotpictures.com/flicker.php

though also mostly impossible to compare i guess with those without having access to them
You're right that it's hard to compare them because they will have had a larger clip to work with, but with that in mind I have made comparisons anyway

I should also note that InterFrame is not meant for slow motion and there is a change I would make in the code if it were meant for that. It may seem like framedoubling and slow motion are the same thing, and on paper they are, but our eyes see things differently depending on whether they are moving fast or slow so that is where the difference is.
For example slight blurring and ghosting can look good at fast speed while in slow motion it looks bad, so the technique is similar but not the same.

Samples:
GreenParrot - InterFrame.

P.S. I still have another reply to do, but I'm working so that's why I'm doing separate replies in my breaks

Edit: The Kronos trial installation doesn't work for me so I can't test it.

Last edited by SubJunk; 9th May 2011 at 03:19.
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Old 9th May 2011, 03:58   #78  |  Link
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looks very good except that speed ramp or artifact @ 0:06 but taking into account you worked with the compressed youtube source it's identical in terms of motion feel, surely this way it can't be nicely compared in other parts like interpolation quality and speed

http://thefoundry.s3.amazonaws.com/p...release-64.zip <- for everyone who wants to give it a compare shoot,dont forget it's an After Effects plugin http://www.thefoundry.co.uk/products...-requirements/

PS: It looks like without the SVP team these speeds wouldn't have been possible @ all amazing work from Russia again a whole OpenCL implementation for the Optical Flow
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Old 9th May 2011, 08:40   #79  |  Link
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Originally Posted by CruNcher View Post
It looks like without the SVP team these speeds wouldn't have been possible @ all amazing work from Russia again a whole OpenCL implementation for the Optical Flow
Yes it's great, they are really moving things forward.
The upcoming version increases speed even more
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Old 13th May 2011, 09:13   #80  |  Link
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Hey SubJunk,

what kind of motion estimation technique are you currently using? Have you thought about using Optical Flow + Warp, if you're not using that yet? Optical Flow algorithms seem to have improved quite nicely. They're still rather slow (at least the good ones), but I'd guess that they should allow you to improve quality quite a bit. Here are some links to open source Optical Flow algorithms:

http://people.csail.mit.edu/celiu/OpticalFlow/
http://www.onera.fr/dtim-en/gpu-for-image/folkigpu.php
http://sourceforge.net/projects/open...ptical%20Flow/
http://nghiaho.com/?page_id=189
http://plyer.fr/aurelien/?p=124
http://varflow.sourceforge.net/
http://perception.inrialpes.fr/~chari/myweb/Software/

Here's the "official" Optical Flow benchmark site. It seems that there are rather large differences between different Optical Flow algorithms:

http://vision.middlebury.edu/flow/ev...results-i1.php

Interesting approaches would also be to compare motion vectors between consecutive frames and only use those which are comparable. That should nicely sort out erratic motion vectors. Finally, how are you filling the occluded space? If you check motion vectors to the next "future" frame, too, you could eventually fill the occluded space from the future frame. That might help removing many artifacts.

Just shooting from my hip here, haven't really done any motion estimation programming myself yet. Just some brainstorming from what I've read...

Last edited by madshi; 13th May 2011 at 09:29.
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