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28th June 2014, 16:59 | #121 | Link | |
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Ironically the difference in sharpness was caused because I was trying to make the sharpness easier to configure. You can tune it by using the "softness" parameter, but more sharpness does tend to lead to more ringing. It's somewhat harder to tune aliasing, as far as I can tell you can avoid it by either making the edges softer (by raising the "baseline" parameter), or you need to lower the "strength" parameter, which means that you may need more iterations to get a good result. |
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28th June 2014, 20:28 | #123 | Link | |
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I also took some inspiration from a different paper Bilateral back projection for single image super-resolution, although what I ended up with is quite different from what they described, the main resemblance is the use of bilateral filtering (use interpolation weights depending on the difference in color space, not just in position), but I use it to define "regularity", they use it to define "faithfulness". Last edited by Shiandow; 28th June 2014 at 20:33. |
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29th June 2014, 08:40 | #124 | Link |
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Hmmm... Thanks, I'll have to give those papers a read. I've just tested the SmartEdge 2 demo tool. It seems that they've found a way to tame NEDI even more. Their NEDI first pass (before running the Super-Res passes) looks very clean, almost without any directional/fractal artifacts. Not sure how they did that. It does have pretty strong ringing, though (which is later removed/reduced by the post-processing). That's weird because NEDI normally doesn't ring. Makes me wonder...
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29th June 2014, 10:05 | #125 | Link |
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On this page they mention "12 taps" NEDI, they also mention that they implemented some improvements by "G. d. Haan" which makes me think that they are using the version described in this paper. Unfortunately most of their changes are just too expensive to be implemented on a shader. They increase the window size and also increase the interpolation order which means that you have to invert an 8x8 matrix. Given that it is nearly impossible to even multiply by an 8x8 matrix I don't think that this is feasible on a simple shader, maybe it could be implemented in OpenCL but I doubt that it will be faster than just using NNEDI3.
Edit: on an unrelated note, I'm investigating a way of shuffling the pixels around which should make it possible to skip some calculations (in a way that actually improves performance). I'll report if this had any success later. Followup: It didn't work, for some reason you can't branch when one side of the if statement contains texture calls. Or at least I couldn't find a way to do so. Last edited by Shiandow; 29th June 2014 at 13:14. |
28th January 2015, 18:21 | #126 | Link |
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unneeded
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Intel i5 3470, EVGA GTX 1050Ti SC ACX 2.0, Windows 10 Pro 64 bit, 16 GB 1600 mhz DDR3 RAM Last edited by XRyche; 28th January 2015 at 19:02. Reason: Found answer/issue wasn't caused by contents of thread |
7th May 2015, 21:08 | #127 | Link |
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I've successfully managed to port your NEDI shader to Retroarch shader specs. (Here)
Congrats for this great filter. It works well with retro games. Some screenshots. |
13th May 2015, 02:27 | #128 | Link | |
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Intel i5 3470, EVGA GTX 1050Ti SC ACX 2.0, Windows 10 Pro 64 bit, 16 GB 1600 mhz DDR3 RAM |
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chromanedi, nedi, shader, superres, upscaling |
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