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Intruder

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10-Jan-2014
Last activity
25-Oct-2021
Posts
116

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Post
#793754
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

We've had that PAL vs. NTSC discussion at least two times in this thread if I remember correctly, people mostly agreed that PAL was just a different version of the NTSC master, but you can look for yourself if you want: https://www.google.com/search?q=pal%20site%3Ahttp%3A%2F%2Foriginaltrilogy.com%2Fforum%2Ftopic.cfm%2FStar-Wars-GOUT-in-HD-using-super-resolution-algorithm%2Ftopic%2F17552%2F&rct=j

One can hardly compare them, as we know they have different dimensions and any upscaling/downscaling would have a probably unknown (bad) impact on the result. Also it is very hard to match them. I don't know how Laserdisc Master (or _,,,^..^,,,_) could achieve this for his PaNup, I have already tried for an hour or more but couldn't do it.

Not resized comparison for everyone who's interested: http://screenshotcomparison.com/comparison/147128 

Post
#789299
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

Thanks for the scripts, DrDre. First off, wow, those rendering times can be really frustrating when you have to wait a few minutes for one frame!

I have played around quite some time with the v12 script. Replaced NNEDI2 with NNEDI3 at some points (not all, as some delivered worse results) and tried different QTGMC settings.

More or less subtle difference depending on the frame, but it is there:

(note that I only have the trial of Video Enhancer and for a good comparison I used it in the frames for the "untouched" script too)

http://screenshotcomparison.com/comparison/143105

http://screenshotcomparison.com/comparison/143111

http://screenshotcomparison.com/comparison/143113

What do you all think?

I think I will soon look into how much the script can be sped up because I guess that the changes have increased rendering times.

Post
#787644
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

towne32 said:

FrankT said:

I wonder how superresolution can treat motion smearing artifacts. Thinking about it, they'd probably stick out.

 I cleaned up the speeder shot a bit, so hopefully that one (the worst artifacts, IMO) will not look quite as terrible, at least.

Did I miss anything? I have read reference about your version, but cannot find the source to it.

Post
#784850
Topic
How would you prepare your Star Wars marathon? (Drinks, Gimmicks, Decoration etc.)
Time

How did things go, Hooterdear? I am quite impressed by the thought you put into it. If I was the first time viewer that you showed all the stuff to, I don't know if I could sit through all of it because of its length, haha!

JEDIT: Damn, I was too busy resizing those images so I was missing your post in the meantime.

I am in preparation for our marathon tomorrow and I have found one (kind of, at least) last-minute idea earlier this week. One internet shop offered discounts on their articles, and I ordered this cardboard-R2:

Height is 96cm. I have cut about fifteen R2-D2 bleeps from the movies (with pauses), put the files on my Smartphone and connected a bluetooth speaker to it, which sits behind R2. Then put it on random playback for a nearly authentic R2 in your living room.

By the way, my blue milk is also ready. Not the perfect colour, but good taste: 

(click to enlarge image)

Post
#784040
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

Is there anyone in here who could please provide me with one or two seconds of lossless NTSC GOUT footage around the 4512 frame mark (C-3PO)? Lagarith codec or uncompressed will do just fine. I wanted to test something (including NNEDI3, multi-threading and OpenCL), but with my PAL GOUT the results are not really worth comparing.

Post
#783941
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

Ah, I see. I'm still curious about the difference. NNEDI3 is recommended on the AviSynth wiki. Sure this can be an exception though.

Multi-threading should give you a speed boost. I'm not sure about the OpenCL, because if you don't have a dedicated video chip and only the integrated GPU from Intel, it might be useless.

Post
#783938
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

I have another question regarding your script: Is there a specific reason you use NNEDI2 instead of NNEDI3?

nnedi3 is nnedi2 with improved predictor neural network architecture and local neighborhood pre-processing.

It COULD give better results but is slower. These are screenshots from an interlaced source, I don't know how well it will work on the GOUT:

NNEDI2 vs. NNEDI3 (no source unfortunately)

To counter the slower speed, we could utilize the video card's GPU power for processing NNEDI3 in this OpenCL rewrite: http://forum.doom9.org/showthread.php?t=169766

Depends on your video card of course. May I ask which specifications your GPU/CPU has?

That build also seems to support more colorspaces (when using the nnedi3x script with Avisynth 2.6 mentioned in the wiki) if I'm not wrong. Perhaps that could reduce one or two conversions, I have yet to understand all of your script.

I will have to acquire the NTSC GOUT (I only have PAL) and try this out, but I wanted to share the information so you can take a look at it already.

Post
#783926
Topic
How would you prepare your Star Wars marathon? (Drinks, Gimmicks, Decoration etc.)
Time

Thanks Jonno.

That game reminds me of this one for LotR that we have tried a few years ago:

http://i.imgur.com/GHr8rVV.jpg

If you plan to kill yourself, those are definitely ways where you can still have lots of fun before your exitus!

To come back to Star Wars, we have also tried something similar, but not with such an extensive list. We picked a few words/phrases before the movies, for example "Roger, Roger", "Jedi", "Force", "Droid(s)", and for every word dropped in the movie you had to take a shot.

Needless to say that we had to split up the marathon into three seperate nights because after two movies we were not... "concentrated" enough anymore...

To alleviate this a bit for the next time, we now might elect a "Jedi Master" person who can decide over drinking or not every time. He will probably get a pool noodle lightsaber for fun. If he misses a word to give a decision to, the other members of the "Council" should point it out and the lightsaber will be passed to the next one. That somehow gives everyone The Force to have an influence on the consumption ;)

Another silly idea: Give everyone one of those noodle lightsabers in different colours (maybe just red, green and blue to even it out a bit) and everytime a lightsaber get ignited or retracted in the movies, the corresponding person has to take a sip or shot.

After explaining all this, I feel like an alcoholic now.

Post
#783787
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

Infognition also recommends multi-threading: http://www.infognition.com/tutorials/rip_guides/avisynth.html

Just a quick writeup of your v10 with multi-threading, only three lines added hopefully make the deal. I have not tested it.

SetMTMode(3) #Multi-Threading mode 3 for source filters

orig=AviSource("Star Wars.avi")

SetMTMode(2,0) #Multi-Threading mode 2 with processor's available threads for processing filters

orig=ConvertToRGB24(orig)

edi0=nnedi2_rpow2(orig,rfactor=2, cshift="spline64resize") # edge directed interpolation

edi=edi0

sr1=SR(orig,1424,548) # super resolution in RGB space

sr1=ConvertToYUY2(sr1)

yuy2=ConvertToYUY2(orig)

sr2=SR(yuy2,1424,548) # super resolution in YUY2 space

rev=Reverse(orig)

sr1r=SR(rev,1424,548) # super resolution in reverse direction in RGB space

sr1r=Reverse(sr1r)

sr1r=ConvertToYUY2(sr1r)

yuy2rev=ConvertToYUY2(rev)

sr2r=SR(yuy2rev,1424,548) # super resolution in reverse direction in YUY2 space

sr2r=Reverse(sr2r)

s64=Spline64Resize(orig,1424,548) 

s64=ConvertToYUY2(s64)

edi=ConvertToYUY2(edi0)

Average(sr1,0.5,sr2,0.5,sr1r,0.5,sr2r,0.5,s64,-2,edi,1) # combine SR in both directions for additional detail, and combine details from SR with nnedi2 to reduce aliasing 

ConvertToRGB24()

sr=last

edicd=ConvertToYUY2(edi0)

edicd=ConvertToRGB24(edicd)

Average(sr,1,edi0,1,edicd,-1) # correct colors

nnedi2_rpow2(rfactor=2, cshift="spline64resize") 

Spline64Resize(1920,816)

There is one addition when using filters that already have multi-threading (I think there are not many):

When using MT mode with filters that have ability to spawn several internal processing threads - be sure to set such filters to use only 1 thread. Otherwise for example with 8-thread system MT mode will spawn 8 threads with once instance of such filter per thread (in MT mode 2), each filter instance will spawn 8 threads. End result: 64 threads (ouch).

One should use MTMode 3 or 5 before that filter then.

JEDIT: Removed bad use of SetMemoryMax, thanks RU.08

Post
#783783
Topic
Star Wars GOUT in HD using super resolution algorithm (* unfinished project *)
Time

I would suggest to at least try and see if it can reduce your rendering times.

There is one "unofficial" modified AviSynth 2.6 build that supports multi-threading and is still being developed. You can also find a short example on when to use which MTMode()-setting. The thread on doom9 gives more insight:

http://forum.doom9.org/showthread.php?t=148782

If you need to use 2.5.8 because of plugins not supporting 2.6, there is also an older version with multi-threading support here.

Maybe it is worth a look.

JEDIT: Thanks, haha ;) Looks like we have gone a far way in this thread.

Found a mirror for the 2.5.8:

https://sites.google.com/site/pavelsx2/ at the bottom ("avisynth258MT")