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Betis
The Blacksmith

Posts: 1207
Filters: 76
Check it out!

Here's the result of my sum script. it takes each pixel and adds up each pixel behind it. Of course I can't actually access pixel values because of the procedural nature, so I have to have a resolution slider that checks a percentage of the image back for each interval (kind of like percentage pixels).


Here I have taken the derivative of the result giving an (artifacted) original image!



smile:D

Sum.ffxml
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
motion blurrrrr!!!!
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hey wait a minute, this script can be used as an simple transform iterator.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
True indeed, however its speed at this stage is unusable.

Post some stuff you come up with!
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Betis
The Blacksmith

Posts: 1207
Filters: 76
holy crap does this mean you can use derivatives to undo real life motion blur (simple camera shake anyway)? oh my god next filter
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
You basically need motion blur to be strictly linear and move in also a linear fashion with no ease in or out. XD
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Cool idea, and it works decently, but it's sooooooo slow. Comparatively, FF's built-in "derivative" component is very fast...I wonder why? What's the secret?
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Well the derivative component only needs two samples, whereas the sum script needs every sample until that pixel, racking up an enormous amount of loops and processing
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
I used that principle in my variable blur.
Here is a boiled down version (filter does nothing, open up and see why smile:-D)

Summed.ffxml
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Betis
The Blacksmith

Posts: 1207
Filters: 76
woah! I see a little black 1-pixel edge on the right and bottom side though smile;)

I see a little now how inujima's summed lookup table magic did fast variable blur, but still not completely! Math is so delicious
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
inujima

Posts: 176
Filters: 26
Quote
I see a little black 1-pixel edge on the right and bottom side though

To be precise, it is offset 0.5 pixel. The cause of appearing of this black edge is that Blur radius is measured not from a center point of pixel but from a edge of the center pixel.

It needs Script component to get pixel size to fix this offset. (I have no idea to get pixel size without Script component.)

Summed.ffxml
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