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Old 7th November 2004, 21:56   #21  |  Link
morsa
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well, thank you.
The example after the filtering looks much better, although a lot of distorted blocks on the tree leaves are still present.
Anyway, as you said, they are old...
Thanks indeed..
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Old 2nd June 2005, 04:01   #22  |  Link
BigDid
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Hello Tobias,

Any new rev in process?
Just stumble on a blocky mpeg capture and appreciate testing your Smoothd;
Tried the 0.0.9 pre2 and went back to 0.0.8

Will try the 2 4 0 3 params,
Will use extra speed if any in new rev.
Thanks

Did
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Old 2nd June 2005, 11:57   #23  |  Link
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Quote:
Originally Posted by BigDid
Hello Tobias,

Any new rev in process?
Just stumble on a blocky mpeg capture and appreciate testing your Smoothd;
Tried the 0.0.9 pre2 and went back to 0.0.8

Will try the 2 4 0 3 params,
Will use extra speed if any in new rev.
Thanks

Did
As I finish ELDER this week I can get my hands dirty with SmoothD again. So: Yeah! A new release is coming in the next weeks.

P.S.: I don't understand why you all seem to like 0.0.8 (you're not the only one)? It so broken in my view.

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Old 3rd June 2005, 01:07   #24  |  Link
BigDid
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Hello Tobias,

Dunno what you mean by broken, new to filtering and params thingie. Finished toying with my source, some infos, hope it may be useful.

Source: Air analog capt, big macroblocks in moving scenes, due ( I believe) to poor quality and/or too strong compression, capt in mpeg2 8500kb/ps

Output: Xvid quant2 1 pass
Ref with no smoothd 96588k
Params tested:
1 4 0 1 -> 77262k
2 4 0 4 -> 76924k
3 4 0 5 -> 76252k
Wanted to test the params for approx same level of details in the end. I prefer 3 4 0 5 a little smoother than the 2 other but nearly no difference regarding the blocks processed.
Wanted to use 2 4 1 1 (75658k) adaptative? but got small blocks replacing big ones: posterization?

Will now try 3 4 0 5 on the whole movie instead of the small clip.

Did
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Old 11th July 2005, 17:05   #25  |  Link
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Quote:
Originally Posted by BigDid
Hello Tobias,

Dunno what you mean by broken, new to filtering and params thingie. Finished toying with my source, some infos, hope it may be useful.

Source: Air analog capt, big macroblocks in moving scenes, due ( I believe) to poor quality and/or too strong compression, capt in mpeg2 8500kb/ps

Output: Xvid quant2 1 pass
Ref with no smoothd 96588k
Params tested:
1 4 0 1 -> 77262k
2 4 0 4 -> 76924k
3 4 0 5 -> 76252k
Wanted to test the params for approx same level of details in the end. I prefer 3 4 0 5 a little smoother than the 2 other but nearly no difference regarding the blocks processed.
Wanted to use 2 4 1 1 (75658k) adaptative? but got small blocks replacing big ones: posterization?

Will now try 3 4 0 5 on the whole movie instead of the small clip.

Did
Hmm. It really seems to work for you

I released ELDERchap last week and am currently porting it to Windows. It's hell!

After that I'll do SmoothD 0.1, promise.

bis besser,
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Old 11th July 2005, 19:29   #26  |  Link
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Quote:
Originally Posted by 708145
Hmm. It really seems to work for you

I released ELDERchap last week and am currently porting it to Windows. It's hell!

After that I'll do SmoothD 0.1, promise.

bis besser,
Tobias
I sure can understand the 64 multicore/multithread/multi whatsoever enthousiasm

But my purse is still flat and the prices are not really falling. When possible I will equip with a 754/low end mobo and a 2800 or 3000 depending on prices

In the meanwhile, good news for the 0.1 realease, keep going

Did
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Old 12th July 2005, 16:18   #27  |  Link
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Quote:
Originally Posted by BigDid
I sure can understand the 64 multicore/multithread/multi whatsoever enthousiasm

But my purse is still flat and the prices are not really falling. When possible I will equip with a 754/low end mobo and a 2800 or 3000 depending on prices

In the meanwhile, good news for the 0.1 realease, keep going

Did
About the broken issue: I mistook 0.0.8 for 0.0.7
V0.0.8 should work but is not feature complete (Flat quant 8, no UV, adaptive)

Did anyone find a setting which is good for macro blocks and doesn't smooth details much?
Maybe "2 4 0 2" or "3 4 0 2"?

bis besser,
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Old 13th October 2005, 13:08   #28  |  Link
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Just to keep you updated on the progress: there is none.

But the good news is: It's not forgotten.

I currently spend all my hobby-computer-spare-time on ELDER, a parallel encoder for xvid (and x264 later on).
http://forum.doom9.org/showthread.php?t=100766

bis besser,
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Old 19th November 2005, 21:42   #29  |  Link
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Script

Hi,

I try to use this filter, however I noticed it shifts color little bit. So I made shis script. Can be improved and tuned but is not bad IMO. Check it if you like.
Code:
LoadPlugin("mt_MaskTools.dll")
LoadPlugin("SmoothD.dll")

orig=AviSource("blocks.avi")

U_channel=orig.UtoY.SmoothD(2,8,0,1)
V_channel=orig.VtoY.SmoothD(2,8,0,1)
deblock_1=YtoUV(U_channel,V_channel,orig.SmoothD(1,8,0,1))

diff_1=Subtract(orig,deblock_1).ColorYUV(off_y=2)

smooth=diff_1.mt_Convolution(horizontal="1 1 1 2 2 2 1 1 1", vertical="1 1 1 2 2 2 1 1 1", y=3, u=3, v=3)

diff_2=Subtract(diff_1,smooth)
deblock_2=Subtract(orig,diff_2)

deblock_2
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Old 19th November 2005, 22:19   #30  |  Link
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Quote:
Originally Posted by redfordxx
I try to use this filter, however I noticed it shifts color little bit. So I made shis script. Can be improved and tuned but is not bad IMO. Check it if you like.
Thank you

But I guess I'll redo SmoothD from scratch anyway once I return to the project (and optimize for quality and speed from the beginning).
I had some ideas how to avoid too much blur and color shift while speeding the whole thing up

bis besser,
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Old 20th November 2005, 06:13   #31  |  Link
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Quote:
Originally Posted by 708145
once I return to the project
Hmm...
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Old 20th November 2005, 06:45   #32  |  Link
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He's working on ELDER right now.
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Old 2nd January 2006, 21:21   #33  |  Link
BigDid
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Quote:
Originally Posted by 708145
Thank you

But I guess I'll redo SmoothD from scratch anyway once I return to the project (and optimize for quality and speed from the beginning).
I had some ideas how to avoid too much blur and color shift while speeding the whole thing up

bis besser,
T0B1A5
May 2006 gives Tobias the ubiquitious mode or better the replicate mode so that all his projects and specially smoothd can live and grow

Beside that a happy new year and best wishes of health (good for coding) happyness (good for efficiency) and prosperity (good for motivation)

Did
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Old 3rd January 2006, 11:05   #34  |  Link
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Quote:
Originally Posted by BigDid
May 2006 gives Tobias the ubiquitious mode or better the replicate mode so that all his projects and specially smoothd can live and grow
Beside that a happy new year and best wishes of health (good for coding) happyness (good for efficiency) and prosperity (good for motivation)
Thank you very much, that's very kind. I feel much more motivated now

But as job and other real-life gets higher priority all these fun coding gets only idle prio

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Old 3rd January 2006, 13:09   #35  |  Link
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i have the much respect for idle priority

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Old 17th May 2006, 16:59   #36  |  Link
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@Tobias

Hi,
pls can you tell me, which are the 8 shifts you used in SmoothD.
I don't see any symetric 8 shifts... and I think it should be symetric...

redford
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Old 17th May 2006, 22:36   #37  |  Link
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Quote:
Originally Posted by redfordxx
@Tobias

Hi,
pls can you tell me, which are the 8 shifts you used in SmoothD.
I don't see any symetric 8 shifts... and I think it should be symetric...

redford
the shifts aren't symmetric but balanced in a way that the resulting vector is (0,0). I get away with less shifts for the same visual impression that way. Just alter the code if you feel bad about this and want symmetric shifts

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Old 17th May 2006, 23:31   #38  |  Link
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Hehe, I won't alter anything;-)
I don't speak C or whatever you use.

But I am working on similar principle directly in AviSynth scripting, so I was curious.
First I will implement 3 shifts, but I am interested to maybe make more.

If you remember it, could you give me example of the 8shifts vectors?

Tnx
R
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Old 18th May 2006, 11:42   #39  |  Link
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Quote:
Originally Posted by redfordxx
Hehe, I won't alter anything;-)
I don't speak C or whatever you use.

But I am working on similar principle directly in AviSynth scripting, so I was curious.
First I will implement 3 shifts, but I am interested to maybe make more.

If you remember it, could you give me example of the 8shifts vectors?

Tnx
R
according to this comment I use the following shift "vectors":
xshifts: 408263715
yshifts: 517362804

#1: 4,5
#2: 0,1
#3: 8,7
#4: 2,3
...

I was halfway doing an avs script based version as well... if I find it again I'll paste my code.

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Old 18th May 2006, 14:41   #40  |  Link
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A see...

I am doing now covering the grid of 4 pixels with 4^1 shifts which would be
0044
0404
where on 0,0 is not aplied DCT...

the next option I see was covering the grid of 2 with 4^2 shifts, and thats quite lot..;-)
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