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3rd October 2014, 21:06 | #42 | Link |
unsigned int
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Dunno. This year, if I'm not too lazy.
On that topic, how does everyone feel about adding support for 16 bit input to Analyse by simply shifting it to 8 bit? Filters like the Degrains and Compensate will work with 16 bit input directly, of course.
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3rd October 2014, 22:09 | #46 | Link |
Angel of Night
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Heck, you could probably get away with 4-bit for the most part. Obviously, dithering down would just introduce unwanted noise, but truncating should work fine. I look forward to it, someday!
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4th October 2014, 05:26 | #47 | Link |
I'm Siri
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Mystery Keeper, I mean, the reason that large time radius mcompensate could be done this way is mcompensate only takes one vector clip once, if you have n vector clips, there would be n mcompensates, but mdegrain takes a lot of vector clips once basing on the time radius, so, I donno how to do the same thing to mdegrain like mcompensate
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4th October 2014, 15:05 | #48 | Link |
͡҉҉ ̵̡̢̛̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̿̿
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Don’t waste your time at this, moreover it would be misleading. We can explicitly convert the high-bitdepth clips to 8 bits for analysis. Anyway, I think there is a definite benefit to run the analysis on 10–12 bits. I often remap the luma channel to increase the contrast is some specific ranges (generally the dark parts), and keeping 8 bits crunches other ranges, reducing the accuracy of the analysis on fine textures.
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4th October 2014, 21:14 | #49 | Link | |
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Quote:
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5th October 2014, 22:22 | #50 | Link |
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jackoneill
I really don't want to suggest anything but the code in SVPflow is really cleaned comparing to original MVTools Just compare a few numbers - as you already know all the magic is in "PlaneOfBlocks" cpp/h, and they're ~80 KB of code(*) in MVTools (and in your build too) BUT only 42 KB in SVPflow. (*) huge commented blocks are also included Also original MVTools loosing >= 20% of performance just for nothing...
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SVPflow motion interpolation Last edited by chainik_svp; 5th October 2014 at 22:39. |
5th October 2014, 22:51 | #51 | Link | |
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Quote:
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5th October 2014, 23:03 | #52 | Link |
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Since we (SVP) need ffdshow support I'm thinking only of AVS+ 64bit right now.
But if "porting" is just a few interface functions then why not... === In fact it's not great to have so many branches of MVTools: - original version - the one with MT built-in - SVP's build of original version plus (external) GPU rendering - completely refactored SVPflow - this VS version and all the version but SVPflow share the very same code for MV search algorithm
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SVPflow motion interpolation Last edited by chainik_svp; 5th October 2014 at 23:12. |
5th October 2014, 23:26 | #54 | Link | |
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rendering part with GPU support (and some more features) is "hidden" "MAnalyse" part is in a separate GPL library since SVPflow is the only branch changing something in the MVTools' math I really think it should be the base for any other versions
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5th October 2014, 23:35 | #55 | Link |
Beyond Kawaii
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chainik_svp, keep in mind that VapourSynth is multithreaded (GPU use becomes complicated), cross-platform and both 32 and 64-bit versions are used. Though 32-bit version is only needed when script uses AviSynth plugins.
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9th October 2014, 12:58 | #56 | Link |
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v4 is out, with more barely tested changes.
* Fix the use of an uninitialised variable in Recalculate (kind of important). * Add some more SAD functions. Block sizes of 8x4, 16x2, 32x16, and 32x32 should now be just as fast as in the original Avisynth plugin. * Allow YUV422P8 input. The filters only needed to accept such clips, because the required code was already there.
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