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8th February 2014, 23:04 | #22801 | Link | |
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convert -depth 16 -size 2560x1440 xc: -sparse-color Shepards '%[fx:0.5*w], %[fx:0.5*h] rgb(0,0,0) %w, %h rgb(0.1,0.1,0.1) 0, %h rgb(0,0.1,0) 0, 0 rgb(0.1,0,0) %w, 0 rgb(0,0,0.1)' 0001.pnm ffmpeg -threads 8 -r 1/2 -pattern_type glob -i '*.pnm' -pix_fmt yuv444p16le -vcodec ffv1 -g 1 -an out.mkv Added flat tiles: @madshi could you test those videos? They work fine with EVR-CP but mpc-hc crashes when i try to play them with madVR Last edited by The 8472; 8th February 2014 at 23:12. |
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8th February 2014, 23:16 | #22803 | Link | |
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Filter Lite + random = build number 5?
Floyd-Steinberg + random = build number number 7? PM me if you don't want to publish the correct answer Quote:
Anyway, after looking at your images i think that 5 and 7 looked the best but may have to revaluate the low noise ones. Last edited by bacondither; 8th February 2014 at 23:29. |
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8th February 2014, 23:19 | #22804 | Link |
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It does not. It uses a simple pixel shader to dither using a huge pre-defined matrix. Looks like 32x32 ordered dithering.
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8th February 2014, 23:32 | #22805 | Link | ||
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Oh, ok. Doesn't look bad at all, to be honest. |
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8th February 2014, 23:33 | #22806 | Link | |
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From what I can see it seems to perform as well as build 2 but with some randomness, which seems ideal. Hopefully others will have the same result. |
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8th February 2014, 23:36 | #22807 | Link | |
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While I know it's not a priority, it does introduce noise on black when used with 3DLUTs. The black level being raised by this is an obvious difference on my display, the slight changes in dither pattern between #2 and #9 are marginal. |
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8th February 2014, 23:42 | #22808 | Link |
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I did a short test, from good to bad:
low noise: 4 2 6,8 high noise: 3 1 5 7 I like a low-noise picture, so my favourite is 4 and 2 (4 was only a little bit better) with enhanced gamma you can see some square-pattern at 6 and 8 -depending on the grey-level. Example:http://s7.directupload.net/images/user/140208/rgduj3ru.png But even without this i like 4 and 2 more. The "worm-artefacts" didnt bother me, they was not visible to me until i was extreme close to my monitor. From the other ones i think 3 and 1 is ok; 5 and 7 looks too "rough". I cant see any benefit in high noise Dithering, so in general i would choose "low noise" > "high noise". |
8th February 2014, 23:50 | #22809 | Link |
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I can get it to work if I uncheck everything but NV12 in the Lav Video output formats - i.e. the same that EVR-CP consumes. But considering the input format it's clearly the wrong choice. So either LAV or madVR is choking on Y416.
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8th February 2014, 23:54 | #22810 | Link | ||||
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http://madshi.net/madVRedtest3.rar (build 10) Weights used now are (changes compared to build 9 in brackets): Code:
Floyd-Steinberg: 0.5375 (+ 0.1) 0.0625 0.1875 0.3125 -0.1000 (- 0.1) madshi: 0.7770 0.0000 0.0090 0.4861 -0.3098 Quote:
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8th February 2014, 23:57 | #22811 | Link |
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I get a null pointer crash in madVR when I play the 1080p file in MPC-HC with 0.87.4 release, just FWIW.
(also happens in the new build 10) Edit: Somehow related to the height. I hacked it to use 1032 as height instead (because thats a more aligned number), and the crash stops.
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LAV Filters - open source ffmpeg based media splitter and decoders Last edited by nevcairiel; 9th February 2014 at 00:06. |
9th February 2014, 00:11 | #22813 | Link | |
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If the problem is that the 3DLUT is clipping values at 16, is there some way to fix the yCMS 3DLUT generation so that it doesn't? (preferably without requiring recalibration - but that may be unavoidable) There's no reason for values below 16 to be clipped in the LUT that I can see. If it helps, these are the values I'm using: Code:
red, Yxy, 0.2126, 0.640000, 0.330000 green, Yxy, 0.7152, 0.300000, 0.600000 blue, Yxy, 0.0722, 0.150000, 0.060000 white, Yxy, 1.0000, 0.312713, 0.329016 5, Yxy, 0.00105, 0.312713, 0.329016 10, Yxy, 0.00593, 0.312713, 0.329016 15, Yxy, 0.01535, 0.312713, 0.329016 20, Yxy, 0.02865, 0.312713, 0.329016 25, Yxy, 0.04665, 0.312713, 0.329016 30, Yxy, 0.07030, 0.312713, 0.329016 35, Yxy, 0.09950, 0.312713, 0.329016 40, Yxy, 0.13400, 0.312713, 0.329016 45, Yxy, 0.17480, 0.312713, 0.329016 50, Yxy, 0.22100, 0.312713, 0.329016 55, Yxy, 0.27800, 0.312713, 0.329016 60, Yxy, 0.33390, 0.312713, 0.329016 65, Yxy, 0.40280, 0.312713, 0.329016 70, Yxy, 0.48000, 0.312713, 0.329016 75, Yxy, 0.55800, 0.312713, 0.329016 80, Yxy, 0.64300, 0.312713, 0.329016 85, Yxy, 0.73200, 0.312713, 0.329016 90, Yxy, 0.82750, 0.312713, 0.329016 95, Yxy, 0.92500, 0.312713, 0.329016 100, Yxy, 1.00000, 0.312713, 0.329016 I am only using the LUT for gamma correction (as grayscale/gamut corrections introduced banding) so perhaps there's another solution? |
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9th February 2014, 00:11 | #22814 | Link | |
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Ah, I generated a 13x7 pattern and stretched it to the target resolution using NN to avoid making it being too "friendly" to madshi's 16x16 ED tiles. Any way how I can narrow down who's the culprit here between lav, madvr and mpc-hc? Last edited by The 8472; 9th February 2014 at 00:27. |
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9th February 2014, 00:30 | #22815 | Link |
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Screenshots from big buck bunny with the brightness severly lowered in madvr to push many pixels to the low end of the 8 bit spectrum and then i brighten the image to reveal the dither noise in a image more realistic then solid grey bars...
A lot of pictures of a bunny with different dithering methods Build 10 looks good but with a minimal grid pattern. Build 7 is free from artifacts and have a slightly higer noise level, but still it is lightyears lower then fully random dither. Last edited by bacondither; 9th February 2014 at 00:43. |
9th February 2014, 01:17 | #22816 | Link | |
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Your original algorithm does seem to behave somewhat unusually on nearly black surfaces, it gives a pure black response in places where all other weights I tried have at least some lighter pixels. Example. The top uses the weights from build 10 and the lower half uses the 'your' weights. The weights from build 10 clearly have more white pixels in almost black areas. The behaviour from the original algorithm seems to be unusual for error diffusion algorithms. You could do so by changing 0.5375 back to 0.4375 but this seems to cause the 'banding' I pointed out earlier. From what I understand error diffusion simply shouldn't activate on these areas so I think it would be better to solve that problem instead of trying to solve it by changing the weights. Edit: If you must solve it by changing the weights then simply scaling the weights by a factor 16/17 seems to have a better effect. Last edited by Shiandow; 9th February 2014 at 01:43. |
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9th February 2014, 01:57 | #22817 | Link |
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So far I've only done one test pattern test (next I'll need to do real content tests), but here are my initial results:
_____ Top 6 (best to worse) for the ones which appear random: 7 3 9 10 5 1 Notes for random set: 7 has the most uniform distribution of noise out of all of them by far, which results in lowest distortion and sharpest result 5 & 7 do not have any dithering artifacts, and have fine-grained noise 3 has the lowest noise on black, and has medium-grained noise 1 has large-grained noise, and bad crosstalk, and extreme amount of noise on black 9 & 10 seem similar to 3, but with larger checkerboard patterns _____ Top 5 (best to worse) for the ones which have non-random patterns: 2 "directcompute test build 3" 6 8 4 Notes for non-random set: 6 is unique, as the only only which does not add even a single dot of noise to black with my 3DLUT. 8 has bad crosstalk, 2 & 4 have moderate crosstalk, 6 has the lowest crosstalk 6 & 8 produces rather distinct 16x16 blocks in its pattern. 2 & 4 have vertical lines in their patterns. 4 has chunky pattens I've listed directcompute test build 3 here as well, since it has slightly different behavior then the others. _____ Edit: Added 9 & 10 Last edited by cyberbeing; 9th February 2014 at 13:49. |
9th February 2014, 02:41 | #22819 | Link | ||
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Extremely brightened example of what's happening on black: These "lines" can be noticeable at a distance, and have shown up in other shades near black. Quote:
That's true, but it's very subtle with #2. Ultimately, it seems to be a trade-off between "perfect" dithering which seems to be noisy, or making a slight trade-off when inspected at large magnifications, for a perceptually better image. |
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9th February 2014, 03:28 | #22820 | Link | |
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Initial test on real-world (anime) content.
Top 5 (best to worse) for the ones which appear random: 7 5 3 9 10 Notes: 7 remained the sharpest of the bunch, with lower distortion than 5 7 & 5 did not have any patterns, but were more noisy 3 has the smoothest result, with very few noticeable patterns 9 & 10 both had very noticeable patterns, and performed very poorly around source banding. Quote:
Video black brightened with Levels + Curves in Photoshop with my madVR 3DLUT active: ED3 | ED5 | ED7 | ED9 | ED10 ED10 produces vertical line clumps on black. ED9 has clumps. ED7 is relatively uniform, yet most noise because of this. ED5 has clumps. ED3 is very low noise with clumps. I'm curious how you producing those "extremely brightened" images, and beginning to suspect your 3DLUT is compensating for a display which has erratic behavior near-black. Do some of your dither pixels on black and near-black have an Red, Green, or Blue value greater then +1 compared to the surrounding pixels? Last edited by cyberbeing; 9th February 2014 at 04:38. |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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