Player (65)
Joined: 4/21/2011
Posts: 232
Use of flickering in games is usually used to simulate transparency, not flickering. That works at 60fps, but at 30fps it isn't right. My idea was to blend one frame effects into two frame effects. Making a 60fps clip which is safe to reduce to 30fps. Still plenty of artifacts, but I think it is a step in the right direction, do you agree? http://www.youtube.com/watch?v=tjrRqrOQ1O8 http://www.mediafire.com/?3l6x53xq9999q8m
function deblink(clip clp){
    # blend on the frame it blinks in and out
    blink=clp.ng_blinkmask_new
    blink2=mt_logic(blink.selectevery(1,-1), blink, mode="or").converttorgb32
    layer(clp, clp.trim(1,0).mask(blink2), level=127)
}

function ng_blinkmask_new(clip c,int "ml"){
    ml=default(ml,128)
    src=c.ConvertToYv12
    super=MSuper(src, pel=1)
    fvec =MAnalyse(super, isb=false, blksize=4)
    bvec =MAnalyse(super, isb=true , blksize=4)
    fmask=Mmask(src,fvec,kind=1,ml=ml).mt_binarize(u=-128,v=-128)
    bmask=Mmask(src,bvec,kind=1,ml=ml).mt_binarize(u=-128,v=-128)

    eo0_to =fmask.selectevery(2,1)
    oe_from=bmask.selectevery(2,1)
    front  =mt_logic(eo0_to,oe_from,mode="and")

    oe_to  =fmask.selectevery(2,2)
    eo_from=bmask.selectevery(2,2)
    back   =mt_logic(oe_to,eo_from,mode="and")

    ee_src=src.selecteven
    ee_super=MSuper(ee_src, pel=1)
    ee_fvec =MAnalyse(ee_super, isb=false, blksize=4)
    ee_bvec =MAnalyse(ee_super, isb=true , blksize=4)
    ee_fmask=Mmask(ee_src,ee_fvec,kind=1,ml=ml).mt_binarize(u=-128,v=-128)
    ee_bmask=Mmask(ee_src,ee_bvec,kind=1,ml=ml).mt_binarize(u=-128,v=-128)

    ee_to  =ee_fmask.trim(1,0)
    ee_from=ee_bmask
    ee     =mt_logic(ee_to,ee_from,mode="or")

    oo_src=src.selectodd
    oo_super=MSuper(oo_src, pel=1)
    oo_fvec =MAnalyse(oo_super, isb=false, blksize=4)
    oo_bvec =MAnalyse(oo_super, isb=true , blksize=4)
    oo_fmask=Mmask(oo_src,oo_fvec,kind=1,ml=ml).mt_binarize(u=-128,v=-128)
    oo_bmask=Mmask(oo_src,oo_bvec,kind=1,ml=ml).mt_binarize(u=-128,v=-128)

    oo_to  =oo_fmask.trim(1,0)
    oo_from=oo_bmask
    oo     =mt_logic(oo_to,oo_from,mode="or")

    #to e0-o1, from o1-e2, nothing e0-e2
    even_blink=mt_logic(front,ee.mt_invert,mode="and")

    #to o1-e2, from e2-o3, nothing o1-o3
    odd_blink =mt_logic(back,oo.mt_invert,mode="and")

    blinkmask=interleave(even_blink, odd_blink)
    return blinkmask
}
more samples Gunstar Heros Street Fighter SuperC Mega Turrican Super Metroid
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Use of flickering in games is usually used to simulate transparency, not flickering.
I don't think I agree with this. It's been a while, but I did play some classic console games on conventional CRT TVs back in the day. When my dude took damage, I flickered. Now, I wasn't doing careful observation, nor was I comparing with frame advance in an emulator to know which flicker pattern I was supposed to be observing (there are so many), but I think the expected user viewing result with a lot of these flicker patterns was in fact flicker.
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Posts: 11268
Location: RU
This almost made my cry the tears of happiness! Finally we can get really close to cheating this ugly yutube and displaying on it ALL motion and "transparency" we see on emulators, yay!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (65)
Joined: 4/21/2011
Posts: 232
natt wrote:
but I think the expected user viewing result with a lot of these flicker patterns was in fact flicker.
To me, at 60fps, "on one, off one" looks like transparency and "on two, off two" looks like flickering. Changing both to "on one, off one" at 30fps is the wrong thing to aim for IMO. If you download the roadrunner clip it has the three side by side (on/off, 60fps, blended). I think the blended looks more like the 60fps, would you disagree?
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Posts: 1108
Location: Murka
nanogyth wrote:
If you download the roadrunner clip it has the three side by side (on/off, 60fps, blended). I think the blended looks more like the 60fps, would you disagree?
I would disagree, but that's not necessarily relevant, as I admit the 60fps flicker probably looked different on a CRT TV 20 years ago than it does on my LCD today. I find this all very frustrating because of course there's an obvious best solution: stick with original 60fps. I hate youtube ><
creaothceann
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Posts: 1874
Location: Germany
I'd say there are definitely examples were 30Hz flickering was used for transparency, e.g. the water surface in Sonic games or Zelda:L.A.'s credits. And I guess that most developers intended the flickering to be perceived as transparency even when the player was hit.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11268
Location: RU
One sees blinking either if it's not 30Hz blinking, or not ~60 Hz monitor (consider that the original TVs weren't exactly 60/50fps, as well as the consoles). The same goes to 25-50Hz.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
nanogyth wrote:
natt wrote:
but I think the expected user viewing result with a lot of these flicker patterns was in fact flicker.
To me, at 60fps, "on one, off one" looks like transparency and "on two, off two" looks like flickering. Changing both to "on one, off one" at 30fps is the wrong thing to aim for IMO. If you download the roadrunner clip it has the three side by side (on/off, 60fps, blended). I think the blended looks more like the 60fps, would you disagree?
Yes. If {1 frame off, 1 frame on} at 60 fps looks like transparency to you, your monitor sucks. Get a monitor with a lower response time. The one on the left looks far better to me. The one on the right just looks wrong, as there's no flicker, unlike the original.
Post subject: Re: Deflicker revisited
creaothceann
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nanogyth wrote:
Still plenty of artifacts, but I think it is a step in the right direction
Do you think they're too obvious or that you can fix them? If not then it could be added to the site as an alternative to 50/50 blending and TASBlend.
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Lex wrote:
nanogyth wrote:
natt wrote:
but I think the expected user viewing result with a lot of these flicker patterns was in fact flicker.
To me, at 60fps, "on one, off one" looks like transparency and "on two, off two" looks like flickering. Changing both to "on one, off one" at 30fps is the wrong thing to aim for IMO. If you download the roadrunner clip it has the three side by side (on/off, 60fps, blended). I think the blended looks more like the 60fps, would you disagree?
Yes. If {1 frame off, 1 frame on} at 60 fps looks like transparency to you, your monitor sucks. Get a monitor with a lower response time. The one on the left looks far better to me. The one on the right just looks wrong, as there's no flicker, unlike the original.
I turned my monitor's framerate from 75 to 60 just to see retro games as they must look.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
creaothceann
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Posts: 1874
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Here's a comparison of several algorithms. (One I could've included but forgot was the simple SelectEven...) What I noticed is that Deblink doesn't show shaking in the exploding-Mother-Brain scene of the intro, so there's still no single algorithm for everything.
Player (65)
Joined: 4/21/2011
Posts: 232
If {1 frame off, 1 frame on} at 60 fps looks like transparency to you, your monitor sucks.
Yes, that is definitely a possibility =_=
creaothceann wrote:
nanogyth wrote:
Still plenty of artifacts, but I think it is a step in the right direction
Do you think they're too obvious or that you can fix them? If not then it could be added to the site as an alternative to 50/50 blending and TASBlend.
It is an imperfect solution to a hard problem. A useful tool that can complement the others, but not something which should be blindly applied in all situations. First thing to add is functionality similar to TASblend
function deblink2(clip clp, float "ratio"){
    ratio    = default(ratio, 2.0 / 3) 
    opacity1 = round((1 - ratio) * 257) 
    opacity2 = round((    ratio) * 257) 

    # blend on the frame it blinks in and out
    blink=clp.ng_blinkmask_new
    blink2=mt_logic(blink.selectevery(1,-1), blink, mode="or").converttorgb32
    even = layer(clp, clp.trim(1,0).mask(blink2), level=opacity1)
    odd = layer(clp, clp.trim(1,0).mask(blink2), level=opacity2)
    interleave(even.selectevery(4,0),even.selectevery(4,1),
\              odd.selectevery(4,2),odd.selectevery(4,3))
}
That seems to work pretty well. Can slide between no flicker at .5 and full flicker at 1.0 Then there are some issues with the blinkmask not picking up all the motion. (roadrunners toes get chopped off)
function deblink3(clip clp, float "ratio", int "radius"){
    radius   = default(radius, 1) 
    ratio    = default(ratio, 2.0 / 3) 
    opacity1 = round((1 - ratio) * 257) 
    opacity2 = round((    ratio) * 257) 

    # blend on the frame it blinks in and out
    blink=clp.ng_blinkmask_new
    blink2=mt_logic(blink.mt_expand(mode=mt_circle(radius)), clp.shake, mode="and")
    blink3=mt_logic(blink, blink2, mode="or")
    blink4=mt_logic(blink3.selectevery(1,-1), blink3, mode="or")
    masked_clp=clp.trim(1,0).mask(blink4.converttorgb32)
    even = layer(clp, masked_clp, level=opacity1)
    odd = layer(clp, masked_clp, level=opacity2)
    interleave(even.selectevery(4,0),even.selectevery(4,1),
\              odd.selectevery(4,2),odd.selectevery(4,3))
}

function shake(clip c){
    e0=c.selectevery(1,0)
    o1=c.selectevery(1,1)
    e2=c.selectevery(1,2)

    mt_logic(ng_diff(e0,o1),ng_same(e0,e2),mode="and")
}

function ng_diff(clip A, clip B, int "thr"){
    thr=default(thr,0)
    TAD=ng_TAD(A,B)
    return mt_binarize(TAD, threshold=thr)
}

function ng_same(clip A, clip B, int "thr"){
    thr=default(thr,0)
    TAD=ng_TAD(A,B)
    return mt_binarize(TAD, threshold=thr, upper=true)
}

function ng_TAD(clip A, clip B){
    R=ng_AD(A  .showRed("YV12"),B  .showRed("YV12"))
    G=ng_AD(A.showGreen("YV12"),B.showGreen("YV12"))
    B=ng_AD(A .showBlue("YV12"),B .showBlue("YV12"))
    return ng_plus(R, ng_plus(G, B))
}

function ng_AD(clip A, clip B){
    return mt_lutxy(A,B,"x y - abs")
}

function ng_plus(clip A, clip B){
    return mt_lutxy(A,B,"x y +")
}
And so I end up with something like this http://www.youtube.com/watch?v=sQIViVif90g roadrunner with less deflicker
stackhorizontal(last.deblink,last.deblink3(radius=2)).changefps(30)
pointresize(width * 2, height *2)
ConvertToYV24(chromaresample="point", matrix=("PC.601") )
ConvertToYV12(chromaresample="point", matrix=("PC.601") )
Player (65)
Joined: 4/21/2011
Posts: 232
creaothceann wrote:
What I noticed is that Deblink doesn't show shaking in the exploding-Mother-Brain scene of the intro, so there's still no single algorithm for everything.
Yah, frustration over that scene is why I gave up working on this stuff the last time. It is in black/white (so color is no help for matching), the intensity changed with time, and the shake pattern skips a frame in the middle =_=
creaothceann
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It's actually quite easy! :)
function deblink4(clip c, ...)  {
        c
        s = ng_DetectScene
        return (s == "SNES Super Metroid Intro Mother Brain")  ?  ng_SNES_Super_Metroid_Intro_Mother_Brain
        \:     (s == #... ... ...
}


function ng_DetectScene(clip c)  {
        #... ... ...
}


function ng_SNES_Super_Metroid_Intro_Mother_Brain(clip c)  {
        c.TASBlend
}
Player (65)
Joined: 4/21/2011
Posts: 232
Being able to work on just the part of the scene that is flickering is nice (when it works).
creaothceann
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I think Deblink is better when set to full transparency (and better than TASBlend except in a few cases). Only one case in Super Metroid comes to mind where I think the 1-on-1-off pattern is meant to simulate flickering: the title screen. The elevator and the hit effect is for transparency and the flickering of the stars in the space cutscenes is for darkening, imo. Another example: Chrono Trigger uses 1-on-1-off for transparency (lightning) and 2-on-2-off for flickering (underground sewer).
Player (65)
Joined: 4/21/2011
Posts: 232
Don't shake the mother brain
clip_a
assumefps(60)
trim(392,622)
src=last

converttoyv12
mt_edge("-1 0 0 0 1 0 0 0 0", thY1=0, thY2=0)
om1=selectevery(4,-1)
e0=selectevery(4,0)
o1=selectevery(4,1)
e2=selectevery(4,2)
diff=mt_logic(e0,o1,mode="xor")
s1=mt_logic(om1,o1,mode="xor")
s2=mt_logic(e0,e2,mode="xor")
same=mt_logic(s1,s2,mode="or").mt_invert
mask=mt_logic(diff,same,mode="and").mt_expand.mt_expand.mt_deflate(u=-128,v=-128).converttorgb32

   # #   \  ##
    # #  /    ##
# -1012    -1)!2
sm1=src.selectevery(4,-1)
s0=src.selectevery(4,0)
s1=src.selectevery(4,1)
s2=src.selectevery(4,2)
n0=layer(s0,s1.mask(mask))
n1=layer(s1,s0.mask(mask))

new=interleave(sm1,n0,n1,s2).trim(1,0)
stackhorizontal(src,new)

pointresize(width * 2, height *2)
ConvertToYV24(chromaresample="point", matrix=("PC.601") )
ConvertToYV12(chromaresample="point", matrix=("PC.601") )
creaothceann
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Player (65)
Joined: 4/21/2011
Posts: 232
The mask does weird things to the rings. They disappear when things start shaking, so splitting it into two parts might be cleaner.
Site Admin, Skilled player (1236)
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Posts: 11268
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nanogyth: Please provide the latest version of new deblink script so that I may add it to my main script. I mean formulate it to make it possible to just apply it to AVISource and pull the result via "return last".
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
creaothceann
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Posts: 1874
Location: Germany
I think this is the latest version I have. Just copy the functions Deblink and ng_BlinkMask, and call Deblink in your script. "return last" should almost never be required, and when it is (if your script ends with a comment) you can just put "last" there.
Player (65)
Joined: 4/21/2011
Posts: 232
http://pastebin.com/zV5tZEU4 deblink3 is flashy, deblink4 is softer, deblink4(0.5) is the softest. Depends what you're trying to highlight, flashy is good for damage, soft is good for transparency. (deblink3=deblink4(1.0) but faster) This youtube was made with deblink3 http://www.youtube.com/watch?v=PYhA56CTzO0 I like deblink as returning a 60fps clip so that you can choose between selecteven or selectodd, because sometimes one looks better than the other.
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I am going to encode Sonic.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (65)
Joined: 4/21/2011
Posts: 232
avisource.deblink4.selecteven ???
Site Admin, Skilled player (1236)
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Posts: 11268
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"I don't know what "m23" means", line 28. Deblink 3 works okay. Also, I thought to use you partial blending method. Both selectodd and selecteven with deblink3 look rather bad.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.