October 28, 2013, 10:42 (GMT) |
October 28, 2013, 10:39 (GMT) |
August 16, 2013, 09:58 (GMT) |
Made branch closer to trunk |
August 16, 2013, 09:56 (GMT) |
August 16, 2013, 08:21 (GMT) |
August 12, 2013, 14:42 (GMT) |
August 9, 2013, 01:10 (GMT) |
Replace our own box AA filter with BLI_jitter-based Using box filtering for AA makes image too much blurry, so here's an attempt to use generic BLI_jitter routines to do sampling. It's expected to be exactly the same as opengl renderer does, but i could have got something wrong. But anyway, results seems to be a little bit less fuzzy. |
August 9, 2013, 01:09 (GMT) |
August 8, 2013, 17:02 (GMT) |
Fix crash when adding plane track in some cases |
August 8, 2013, 07:39 (GMT) |
Need to re-evaluate plane after susing generic transform tools. |
August 8, 2013, 07:39 (GMT) |
Delete Marker operator will now also tae plane markers into account Smaller fixes: - Point track delection missed checking whether track actually belongs to the plane or not. - Adding point track shall deselect all the planes. - Fixed bug with restoring marker's flag after transformaiton. |
August 8, 2013, 07:39 (GMT) |
Prevent plane tracks from being concave |
August 8, 2013, 07:38 (GMT) |
Re-arrange AA sampling a bit Apparently when calculating UV from upsampled corners warped result seems too much doggy. Now result seems to be exactly the same as it was before AA changes (apart from AA-ed edges :) |
August 8, 2013, 07:38 (GMT) |
Anti-aliasing for plane track image warping Uses the same exact kernel size of 4x4 as for plane track mask output. Think this is not a bad way to go, difference in speed using test file was only about 30% with much better output result. |
August 8, 2013, 07:38 (GMT) |
Made plane track transformable by generic transform operators Pretty much straightforward change, apart form one trick needed to preserve point tracks scaling nice: - If TransData belong to point track, use it's individual center when scaling (ignoring pivot point center). This works much better for adjusting sizes of point tracks. - If TransData belongs to plane track, use pivot point settings. This is done via TransData's flag TD_INDIVIDUAL_SCALE which is currently used by point tracks conversion code, but might be used by other transform elements as well. |
August 8, 2013, 07:38 (GMT) |
Plane mask anti-aliasing experiment Currently uses hardcoded kernel size of 4, which means node is actually 16 times slower now, but gives pretty much nice anti-aliased results. |
August 8, 2013, 07:38 (GMT) |
Fix incorrect plane tracks array initialization It lead to crashes when trying to create plane track from subset of existing point tracks. |
August 7, 2013, 19:11 (GMT) |
August 7, 2013, 07:45 (GMT) |
Make byte-float ocnversion threaded in compositor In fact, there's no need to get float buffer at all, conversion could be done in pixel processor level after interpolation. It might give slightly worse interpolation results (which i'm not sure would be visible by eye) but it gives more than 2x speedup on my laptop on node setups used for warping image. |
August 7, 2013, 07:45 (GMT) |
Mask points now could be parented to the plane track MaskParent structure was extended by: - type, which indicates whether it's a parent to point or plane track. Types might be extended further. - Original corners, which are used to obtain homography used to deform point's coordinate. Homoraphy is detecting between original corners position (corners at the parenting time) and current plne corners, and the it's being applied on mask point coordinate. Some tricks with switching between mask and clip coords is needed, but it's all pretty much straightforward in the code. Parenting happens on spline point level, not spline one. This fits existing design, and it's not so big difference for artist. Parenting operator (Ctrl-P) might for sure be used to parent points to the active plane track. Additional change: added visualization of plane corners orientation. Corner which corresponds to left bottom image corner now has got two axis: red which corresponds to X axis, and green one for Y axis. This way it's easier to orient corners on the footage. |
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