On Sat, 27 Oct 2007 15:29:45 +0200, marquitux caballero
<[EMAIL PROTECTED]> wrote:
Message: 3
Subject: Re: [CinCVS] Towards a better cin ChromaKey
...snip...
Marquitux Caballero, and others reading the mailing list in digest mode:
Please edit the Subject before you post! I've edited it back, for clarity.
From: David McNab <[EMAIL PROTECTED]>
To: [email protected]
Date: Sat, 27 Oct 2007 13:08:26 +1300
Reply-To: [email protected]
...
To those who believe pixel duplication is not the way to go, can you
point me to some digestible and specific algorithms (and preferably some
straightforward reference code as well) that gives better upsampling?
Better yet, something not polluted by patent encumbrance.
My google searches for 'chroma upsampling' point me mainly to patents
websites.
why not FORK blender3D? it´s GNU!
Feel free to do so. It'll only take a couple of years to make something
mature and stable, if the developers stick around that long...
in the node editor there is this GREAT Chromakey node, and also exists
as part of the sequencer.
I see a great GUI, but rather ugly matting edges in the example
screenshot.
The text also explains that you may want to blur and manipulate the mask to
make it better, just like the advice posted to this list.
So your suggestion appears like a non-sequiteur. I can't see that Blender
has done anything about chroma upsampling. And you need either that, or
a chroma keyer that _knows_ that the chroma is actually 4:2:0, and treats
it accordingly. Otherwise you'll end up with a chain of manual futzing to
get a half-decent mask.
do you need to reinvent the weel over and over? some other people
already thougth of that, so use that knowledge.
http://www.artresnet.com/david/img/chroma.jpg
http://wiki.blender.org/index.php/Tutorials/Compositing/ChromaKey
http://paprmh.googlepages.com/greenscreen
Those are interesting links, for what it is worth.
--
Herman Robak
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