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Old 24th December 2012, 06:55   #1  |  Link
Chikuzen
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Scene change detection

scenechange-0.2.0-2.7z

This is a scene change detection plugin for VapourSynth.
This plugin detects the scene changes of a clip and attaches _SceneChangePrev/_SceneChangeNext property (0 or 1) to all the frames.

I think that this will make it a bit easy to devellop temporal filters.

usage:
Code:
>>> import vapoursynth as vs
>>> core = vs.Core()
>>> core.std.LoadPlugin('/path/to/scenechange.dll')
>>> clip = something

>>> clip = core.scd.Detect(clip clip[, int thresh, int interval_h, int interval_v, data log])
Detect scene changes and attach _SceneChange properies to the clip.

thresh: The threshold of average of differences of the luma value between previous/next frames.
When the average of luma differences exceeds this, the frame is judged with a scene change.
(range is 1 to 254*2^(bitdepth - 8), default(or out of range) is assumed 15*2^(bitdepth-8))

interval_h: The horizontal interval of the pixel used for measurement of difference.
(1 to width, default(or out of range) is auto adjust)

interval_v: The vertical interval of the pixel used for measurement of difference.
(1 to height, default(or out of range) is auto adjust)

log: The name of the log file to output.
If this is set, the frame numbers applicable to a scene change are outputted as a text.
Describing full path is recommended.
(default is unset)

Code:
>>> clip = core.scd.ApplyLog(clip clip, data log)
Apply _SceneChangePrev/_SceneChangeNext properties to the clip based on the log outputted by scd.Detect.

note:
suppouted color families are GRAY(8/16bits) and YUV(8/9/10/16bits).
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Last edited by Chikuzen; 30th December 2012 at 07:15.
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Old 24th December 2012, 14:25   #2  |  Link
Didée
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Still no better idea than the simple old threshold thing? - Looking at only the difference the difference between N-1 and N1 is moot (high motion etc.). Go second order. Build diff between N-1 and N, then look at how that diff is changing. The method has been there since years in SCSelect(), part of RemoveDirt.dll. It's not perfect either, of course, but much more robust than simple thresholding.
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Old 24th December 2012, 19:13   #3  |  Link
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My main purpose is to consider practical use of the frame properties of VapourSynth instead of a better scene change detection algorithm.
yes, the algorithm which this plugin is using is old and simple. If someone writes a better thing, I will use it.

BTW, I think that it is very difficult to port kassandro's plugins to VapourSynth.
His softwares are exactry Open Binary.
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Old 24th December 2012, 22:02   #4  |  Link
IanB
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Quote:
_SceneChange property (0 or 1)
Possibly a better model might be to tag the frames either side of a scene change, i.e. 0 frame is normal and in the middle of a scene, 1 frame is the end of a scene, 2 frame is the beginning of a scene, of course the sequence would always be ...,0,0,1,2,0,0,...

This would allow a random access to a temporal filter to avoid fetching a next/prior frame from the information of the current frame alone.


P.S. And Merry Christmas to all
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Old 25th December 2012, 01:48   #5  |  Link
Myrsloik
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Quote:
Originally Posted by IanB View Post
Possibly a better model might be to tag the frames either side of a scene change, i.e. 0 frame is normal and in the middle of a scene, 1 frame is the end of a scene, 2 frame is the beginning of a scene, of course the sequence would always be ...,0,0,1,2,0,0,... if you go for the 0 1 2 0 system you also have to define 3 to mean scene change on both sides. Debate on. Im not sure which one will make script writing easier.

This would allow a random access to a temporal filter to avoid fetching a next/prior frame from the information of the current frame alone.


P.S. And Merry Christmas to all
The way I scribbled it down was to mark both the first and the last frame of a scene with 1. So it'd be 0 0 0 1 1 0 0 ... caching should make the multiple frame access mostly free anyway.

Why not simply show this concept with a script? There aready is a built in function to calculate the average difference for a frame.
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Last edited by Myrsloik; 25th December 2012 at 01:51.
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Old 25th December 2012, 07:25   #6  |  Link
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Quote:
Originally Posted by Myrsloik View Post
Why not simply show this concept with a script? There aready is a built in function to calculate the average difference for a frame.
Like this?
Code:
#!/bin/env python3

import vapoursynth as vs
import sys

class SceneChangeDetect(object):
    def __init__(self, core):
        self.std = core.std
        self.resize = core.resize.Point
        self.th = 0

    def set_scene_change(self, n, f):
        fout = f[0].copy()
        fout.props._SceneChange = ((f[1].props.DiffPrev[0] > self.th) +
                                   (f[1].props.DiffNext[0] > self.th))
        return fout

    def detect(self, clip, th=0.0588, interval_h=None, interval_v=None):
        self.th = th
        if interval_h is None:
            interval_h = int(clip.width / 320)
        if interval_v is None:
            interval_v = int(clip.width / 320)
        curr = self.resize(clip, int(clip.width / interval_h),
                           int(clip.width / interval_v), vs.GRAY8)
        prev = curr[0] + curr
        next = curr[1:]
        curr = self.std.PlaneDifference([curr, prev], 0, 'DiffPrev')
        curr = self.std.PlaneDifference([curr, next], 0, 'DiffNext')
        return self.std.ModifyFrame([clip, curr], self.set_scene_change)

if __name__ == '__main__':
    core = vs.Core()
    core.std.LoadPlugin('G:/vsplugins/d2vsource_beta4_v2.dll')

    clip = core.d2v.Source('D:\HD_Source\sample_1080i_00.d2v", nocrop=True)
    clip = SceneChangeDetect(core).detect(clip)

    log = open('scenecange.log', 'w')
    for n in range(clip.num_frames):
        scene_change = clip.get_frame(n).props._SceneChange[0]
        if scene_change:
            print(n, file=log)
    log.close()
Because I’m used to thinking on C rather than Python

EDIT:
The true reason is for removing scene change detection from the code of temporalsoften(VS version).
I assumed that the biggest bottleneck of that is the part , and considered how to remove them.
As the results, I proposed adding _SceneChange to you, and wrote this plugin.
Since origin was written in C, I've never noticed the way written in Python.
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Last edited by Chikuzen; 25th December 2012 at 16:16.
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Old 25th December 2012, 15:13   #7  |  Link
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Quote:
Originally Posted by IanB View Post
Possibly a better model might be to tag the frames either side of a scene change, i.e. 0 frame is normal and in the middle of a scene, 1 frame is the end of a scene, 2 frame is the beginning of a scene, of course the sequence would always be ...,0,0,1,2,0,0,...

This would allow a random access to a temporal filter to avoid fetching a next/prior frame from the information of the current frame alone.


P.S. And Merry Christmas to all
What if there's a 1-frame "scene"?
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Old 25th December 2012, 23:02   #8  |  Link
IanB
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For a 1-frame scene I might expect something like ...,0,0,1,3,2,0,0,... or based on Myrsloik's comments ...,0,0,1,1,1,0,0,...

I was more or less thinking about the processes and decisions inside a get a frame call. Assuming all the frames get accessed, the cache makes discarding a frame fetch from an adjacent scene pretty costless to the VS system. So I guess for the standard windowed kernel model :-
Code:
...
  for (int i = n-k; i < n+k; i++) {
    accumulate frame i processing
  }
just having the left to right scene change status can be sufficient. I was trying to think a little out of the box that maybe some right to left scene change status might be useful to someone at sometime. And yes just having a single bit flag is sufficient, you just have to get all the frames involved first then track the transitions.

Debate on further required.
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Old 26th December 2012, 16:47   #9  |  Link
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updated to 0.1.0-2

* add temporalsoften2

seems about +45% faster than temporalsoften(VS version).
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Old 28th December 2012, 09:46   #10  |  Link
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updated to 0.1.0-3

* add SSE2 intrinsic code to temporalsoften.c.

about x5.2 faster than 0.1.0-2
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Old 28th December 2012, 13:21   #11  |  Link
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Hi Chikuzen, I was wondering if TemporalSoften2 only supports 8 bit for now? I tried a YUV420P16 source and it resulted in vertical stripes that alternate color with each frame.
Also, how about adding a "planes=[]" parameter? Seems like a good idea to me but you guys might think otherwise.
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Old 28th December 2012, 15:18   #12  |  Link
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Hmm, I'm investigating the cause now.
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Last edited by Chikuzen; 28th December 2012 at 18:45.
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Old 28th December 2012, 15:31   #13  |  Link
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I decided how to flag next/previous scenechanges. See the documentation. Basically there's one flag for next frame transition is a scenechange and one marking the previous transition as a scene change. (unset/0 of course means no scenechange)
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Old 28th December 2012, 18:43   #14  |  Link
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updated to 0.2.0

* change property's name from _SceneChange to _SceneChangePrev/_SceneChangeNext.
* fix temporalsoften2

now, tenporalsoften2 use SSE2 on 16bit process.
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Old 29th December 2012, 06:22   #15  |  Link
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Quote:
Originally Posted by HolyWu View Post
In the example of temporalsoften2's readme, it's still using props._SceneChange. Is that correct?
oops.
seems there are other typos, too.
This is sane version.
http://pastebin.com/H7Jfq184
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Old 30th December 2012, 07:18   #16  |  Link
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updated to 0.2.0-2
fixed in case rasius=1
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Old 12th August 2013, 13:06   #17  |  Link
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Quote:
Originally Posted by HolyWu View Post
Um...the first frame's _SceneChangePrev and the last frame's _SceneChangeNext is indicated as a scenechange. Is it intended or a mistake, since it has no previus/next frame to compare with?
intended.
_SceneChangePrev is always True at the first frame.
and _SceneChangeNext is always True at the last frame.
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Last edited by Chikuzen; 12th August 2013 at 13:09.
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Old 25th September 2014, 02:19   #18  |  Link
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is there going to be a 64 bit version for this plugin?
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Old 25th September 2014, 10:29   #19  |  Link
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Originally Posted by lansing View Post
is there going to be a 64 bit version for this plugin?
There is now.
http://uloz.to/x6gvxpbB/scenechange-win64-7z
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Old 25th September 2014, 16:52   #20  |  Link
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Thanks for the quick update
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