What also would be interesting is to see how different scaling algorithms fare. eg. lanczos vs. bilinear etc...One is sharper and one is smoother. The sharper one is usually percieved by humans as "better", but creates more noise artifacts. How does the metric interpret this?
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Originally Posted by poisondeathray
Originally Posted by poisondeathray
Originally Posted by poisondeathray -
Originally Posted by Xpenguin17
Have you ever seen dpx or studio masters? Have you seen original film prints? Chalk full of grain. Hollywood often even goes so far as to adding more grain in post prior to distribution. Even your average blu-ray have lots of grain. Ever shot anything at low light? Original film grain is also a function of silver particles in the film. Whether you like it or not is a completely different matter. It is there in the true original 1st generation capture.
All I am asking of this tool is to simply measure the differences between the original and another sample. That's all. And it fails. "Original" here is defined as what you started out with, not what it looked like 2 or 3 generations ago , not what you think it should look like. This is how MSU defines it. This is how the universities and testing gurus define it. I mean that's what we are testing right? How well an encoding procedure can reproduce what you started with. This is what this tool is supposed to measure isn't it?
Fact: any post processing will lead to degration of quality and deviation from the original. And you cannot preferentially reduce unwanted noise without eliminating wanted detail, unless you do it by hand, and even that's not perfect.
Also, noise unnecessarily wastes entropy at transparent bitrates
how do you measure faithful reconstructions of REAL details with other codecs?
Penalize sharper pictures? What do you mean? If the original was sharp and the processed blurred, it would be just as penalized as a blurry original and sharp output.
By weighting I was referring to deviations in the main part of a frame (percieved as important) vs. those perceived as less important. This metric spits out a single number, but deviations in parts of the frame: in important parts like faces, etc.. are usually more important than things like background etc... The metric doesn't distinguish this. e.g. you might have your hollywood star with unrecognizable face due to artifacts, but in another encode, perfect visibility and detail of the actor, but some distortions in the clouds, and the metric would give you the same "score". Similarly, when you look at the total average SSIM, this isn't very useful if there are entire sections that are horrible.
Anyways, I suggest we get back on topic... apologies for the excursion -
Redoing footage to suit a display is backwards. Displays can change.
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Originally Posted by poisondeathray
Originally Posted by poisondeathray
Originally Posted by poisondeathray
Originally Posted by poisondeathray
Originally Posted by poisondeathray
Originally Posted by poisondeathray
Originally Posted by poisondeathray
And now with video compression becoming less and less linear, SSIM will have to be replaced with a more effective metric, just like PSNR had to go when the transition from MPEG-1/2 happened and loss was less consistent with the whole frame.
Now with mb-tree, I got high average SSIMs where many scenes looked like dogshit. Lowering bitrate by half only lowered SSIM by 0.0100 -- anything that moves was trashed but backgrounds were retained perfectly.
Originally Posted by poisondeathray -
Originally Posted by Xpenguin17
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Originally Posted by Xpenguin17
Modern tools allow you to select an area of pure noise so it knows exactly what to remove and what to keep.
Hmm. I'm quite familiar with many denoisers and tools, with avisynth scripts, using masks, photoshop, AE. You must be referring to a super uber secret one that allows you do this perfectly... because I don't know of any that can do this exactly perfect.
Hence why you remove that sumbitch, so it doesn't interfere with the testing.
Now with mb-tree, I got high average SSIMs where many scenes looked like dogshit. -
Originally Posted by poisondeathray
Originally Posted by poisondeathray
Why complicate shit? Clean up the source god damn it.
Originally Posted by poisondeathray -
Originally Posted by Xpenguin17
exactly what to remove and what to keep.
Ignore the color corrected differences; just compare the details in the rocks, on the lizard's skin etc.. especially in the darker shaded areas, like the lizard's left leg
original
left = neat video ; right = custom filters
Have they already implemented B-pyramid-compatibility? Unchecking B-pyramid resulted in worse quality, yet the header of the encode reports b-pyramid to be off -
Tangentially, wasn't there an incredible grain-retaining cleanup of that lizard clip posted here? (Or maybe on Doom9, hmm.) It used Neat Video as a step. It was really very impressive.
About mbtree, I have to say I was a bit worried when I saw DS's sample anime clip and how all moving areas looked terrible, but the problem hasn't been very apparent to me in clips with more sane bitrates (that anime clip was 67kbit@720p). Maybe I need to do actual comparisons, from what you guys have said. -
You can do better than that. Study:
Mine doesn't have the ringing above rocks and has slightly more detail. Your customized denoise result has chroma noise everywhere and blurrier backgrounds. Some regions contain more detail than NV and some less but I conclude that NV outperforms it by a margin, plus without all the hassle of adjusting settings of 10 fuckin filters.
And I know it's possible to do better, 'cuz I only bought NV 2 months ago and haven't tried out everything yet.
The key thing is not removing noise though (you can't) just halting it from running all over the place. Setting Y channel noise removal to 0% and letting the temporal filtration do its shit will work for most purposes and perfectly preserve details. You got no frame of reference to remove noise in the spatial domain because you're dealing with a 2D picture. So you just gotta live with that.
No b-pyramid doesn't work with mb-tree currently. If you try to use it, look at your log file, it will give you a warning and automatically disable it.
And creamyhorror, are you on crack, bro? 720p at 67 kbps is about 8000:1 compression ratio. That is not friggin' possible unless the video was a still picture with no movement. -
And it looks mostly like crap when in motion. Sorry.
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Originally Posted by creamyhorror
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Originally Posted by Xpenguin17
Originally Posted by lordsmurf
(For those who aren't clear on what's happening, x264 is actually determining the level of movement in sub-areas of the image and allocating a lower number of bits accordingly. No other encoder has this capability yet, AFAIK.) -
Here's a 1Mbps CGI/3D clip at 1080p:
Big Buck Bunny @ 1mbps (MP4)
(Fades are poor; we're waiting for the weight-p patch to fix it) -
Originally Posted by Xpenguin17
The point of this exercise wasn't to see "who can do better;", it was to illustrate you cannot keep detail and eliminate noise st the same time perfectly and your example clearly supports this.
I did mine using masks (different areas got different treatment), something automated tools like SSIM cannot do i.e. process different parts of a single frame (this is why we went down this discussion in the first place). Similarly , neat video by itself (just like most denoisers that don't use masking) is limited to processing the entire frame. So either you lose to much detail or keep too much noise. You can't differentially process without human intervention and using things like masks, and even then it's far from perfect.
Have you played the original file? This is a depth of field shot. The foreground subject(s) are supposed to be in focus, and the background elements out of focus. So you shouldn't be leaving all that sharp crud around the "7" logo or the horizontal lines under the logo. Why are the top left corner and side outer edges of the frame so ratty? The background looks like wrinkled paper. Since the background should be out of focus, why is there all this sharp background noise in your example? It looks sharper than the foreground lizard and should be the other way around. By the same token, I may have oversmoothed the background my example, because there should be a tiny amount of grain or noise in the background, but certainly not all the crud that you have there.
Yes you have more detail in some parts , but it's distributed awkwardly where it's not supposed to be - in the less important background. The areas of high detail should be with the lizard and rocks ie. the important parts, and you are missing that compared to the custom filtered encode, especially on the lizard's yellow under neck & belly, it's left side, and the dark areas of the rocks. It's all smooth there. Neat video is notorious for eroding important details like that.
The detail that you did manage to keep is distributed in a splotchy fashion over the lizard, and the rock underneath the lizard that is covered by shade (There is some detail in some regions and all of a sudden there is a smooth patch). Part of the reason might be you never corrected for levels first. Instead of just blurring them the details away, there is information in those darker areas, you just have to bring them out first
Yes there is more chroma noise in my filtered version, but there is also more detail in those sections. This illustrates the point of this exercise: you cannot filter the noise perfectly and keep the detail. In my opinion, having detail there but a tiny bit of noise is better than the plastic doll look that has been smoothed out.
And yes I do have some ringing around the top of the rocks - thanks for bringing that up - but I can add another filter or edge clean that. But again, that's not the point of this exercise. The whole point is I have to add yet another filter or do something manually because automated tools cannot diffentiate between wanted detail and unwanted noise all by themselves. -
Originally Posted by Xpenguin17
How did you determine the one with b-pyramid was "higher quality" ? -
An important point I left out is having an ideal sample of the noise. A program is like a savant with shit for brains by default; it does what you tell it to do. If you select a noise sample that contains some details, then you can expect to end up with plastic.
The reason the background looks rag-textured is because I didn't select a noise sample from the background, but during the shadow scene where I can select a larger area. Not to mention that I set spatial removal to 0%. I've removed temporal noise only.
Whether the scuzz around the '7' should remain is irrelevant. It's a different breed of scuzz and NV only removes the breed you introduced it to with the noise sample, remember?
Moreover, my background is not noisy -- it looks like it in the screenshot but the noise is really smooth and you barely notice it move.
Remember what I said earlier about locking the noise instead of removing? It looks something like this:
Noise.
Denoise.
Originally Posted by poisondeathray
Originally Posted by poisondeathray
Originally Posted by creamyhorror
Too bad this trippy shit didn't exist in 2003. It would've been extremely useful. -
Originally Posted by Xpenguin17
You cannot "exactly" remove noise and keep detail, as you claim. If you tried to get rid of the background noise, you would have ended up looking like the neat demo and lose even more detail in the lizard, right? Neat does a good job, but tends to oversmooth. You could improve your results by using masks, because noise isn't always evenly distributed, and sometimes you have different types of noise in the same frame. -
Originally Posted by poisondeathray
Originally Posted by poisondeathray
But whatever, I concede. Perfect removal and retention of details is impossible.
I tried again with NV, and this is the best I could do:
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