Return-Path: Received: from mail-qa0-f51.google.com ([209.85.216.51] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP-TLS id 5399222 for AE-List@media-motion.tv; Thu, 06 Mar 2014 12:21:50 +0100 Received: by mail-qa0-f51.google.com with SMTP id cm18so2305092qab.10 for ; Thu, 06 Mar 2014 03:22:21 -0800 (PST) DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=20120113; h=mime-version:in-reply-to:references:from:date:message-id:subject:to :content-type; bh=EOjwX+bGeZ1bNGfdCy3T2zBDmyf63R6puENe9eN+wWs=; b=FjZJ0ausk1kcxlEnmPixiuU6BTvUIASxq6mr9lJl9xQ6G53D1ObKnG6eGOC/WpcfGa WQ4tJRugIRJcPvkgVaYAYRkA07fypslL3dHVEaebTK6sXMPqZOw/6aMWIUFM1kl3xGt2 oYOFsgy/O6czCPH9svPuHAbyp0mwLZbgDQQcbzgz1SICAVFXkqt3G6Dsk64Adw93sYRl n3CYcl/xvrGueXs3rW6esQaQCIVd8jrggNdUOCWYdptvTW+rfCRIwkAzqhmQf+xt30gE 8xYXs9TP1TjI4rxJaMnwuaILOLDXtqVN6i/noQYCcxQOZ06JUNby1VZ/0t01LonS5Heg QW+g== X-Received: by 10.229.112.5 with SMTP id u5mr6827198qcp.3.1394104941509; Thu, 06 Mar 2014 03:22:21 -0800 (PST) MIME-Version: 1.0 Received: by 10.140.100.148 with HTTP; Thu, 6 Mar 2014 03:22:01 -0800 (PST) In-Reply-To: References: From: Jeff Krebs Date: Thu, 6 Mar 2014 06:22:01 -0500 Message-ID: Subject: Re: [AE] Using optical flow to speed up 3D renders To: After Effects Mail List Content-Type: multipart/alternative; boundary=001a11330a74d1820c04f3ee59b4 --001a11330a74d1820c04f3ee59b4 Content-Type: text/plain; charset=ISO-8859-1 Optical flow has it's uses but for the process of 3d rendering. We use oflow for the obvious and not so obvious. speed is obvious *everyone does that*. For other use We generate an oflow to solve - stabilization mapping vectors to color channels combing expression to achieve stabilization - Rolling Shutter utilizing the backward motion vectors to calculate the source coordinate of the source of each pixel rolling shutter - Fixing missing frames ... of course - morph combining and slowing motion vectors from one image to another. Utilizing and render depth pass is great for depth blur and basic out-of-the-box fog but try *world position pass *(to define every pixel cooridate in 3d space) to render environmental effects like volumetric fog with ray casting or fixes to 3d renders using volume masking with data derived from the world position pass That's a huge timesaver. From hours per frame to *frames per second.* cheers Jeff --001a11330a74d1820c04f3ee59b4 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable
Optical flow has it's uses = but for the process of 3d rendering. We use oflow for the obvious and not s= o obvious.
speed is obvious everyone doe= s that.=A0

For other u= se We generate an oflow to solve=A0
    stabilization mapping vectors to color channels combing expression to achi= eve stabilization
  • Rolling Shutter utilizing the backward motion vectors to calculate= the source coordinate of the source of each pixel rolling shutter
  • =
  • Fixing missing frames ... of course
  • morph combining and slowing= motion vectors from one image to another.
Utilizing and render depth pass is great for depth blur and basic= out-of-the-box fog but try world position pass (to define every pix= el cooridate in 3d space)=A0to render environmental effects like volumetric= fog with ray casting or fixes to 3d renders using volume masking with data= derived from the world position pass That's a huge timesaver.
From hours per frame to frames per second.

cheers
Jeff
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