Smoothing video game footage

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AquaSky
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Smoothing video game footage

Post by AquaSky » Mon Aug 08, 2005 9:07 pm

I'm looking for a little help in cleaning some particular video game footage I'm working with. The issue is that, while the footage itself is rather intricate and clean, there are noticeable jagged edges on the character models and certain foreground objects. An example would be : Image

With the degree of strength needed to sufficiently smooth the jaggies, I end up losing too much of the other details. I've already run through the entire list of smoothing filters in both the old and new versions of EADFAG. So, basically, I'm looking for an AVS filter/script that could help anti-alias these edges without destroying the rest of the details. VirtualDub filter suggestions are also welcome, though I'd prefer to work in AviSynth. Any help you can offer would be greatly appreciated.

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jbone
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Post by jbone » Mon Aug 08, 2005 9:27 pm

How are you capturing the game footage? Those images are merely aliased, and most modern emulators have some form of antialiasing or smoothing built into the software.

You don't need to smooth - you need to antialias.
"If someone feels the need to 'express' himself or herself with a huge graphical 'singature' that has nothing to do with anything, that person should reevaluate his or her reasons for needing said form of expression, possibly with the help of a licensed mental health practitioner."

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AquaSky
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Post by AquaSky » Mon Aug 08, 2005 9:38 pm

It was ripped from the disc (PS2) and demultiplexed. This is actually from one of the prerendered cutscenes, which is why the aliasing boggles me. I'd expect it during the normal gameplay portions that are rendered by the engine itself, but not the cutscenes.

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Knowname
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Post by Knowname » Tue Aug 09, 2005 12:46 am

IcyCloud wrote:It was ripped from the disc (PS2) and demultiplexed. This is actually from one of the prerendered cutscenes, which is why the aliasing boggles me. I'd expect it during the normal gameplay portions that are rendered by the engine itself, but not the cutscenes.
clocktower?? hehe, the geek in me KNEW it was PS2.... ew.

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Post by Knowname » Tue Aug 09, 2005 12:54 am

um I know this isn't profesional but I have a suggestion. Ignore it, premeire has some kind of autofilter... at least it did with my last video, the long explanation is here but to put it short, ignore it, I think it'll smoothen ;p. If not then layer your final export over your project, see what that does. I DID tell you it's very unproffesional right??

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AquaSky
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Post by AquaSky » Tue Aug 09, 2005 10:11 am

After some further searching on doom9's forums, I was able to find a script that works incredibly well for this issue.
Mpeg2Source("C:\filename.d2v")
LanczosResize(x-resoultion*2,y-resolution*2)
TurnLeft().SangNom().TurnRight().SangNom()
LanczosResize(x-resolution,y-resolution)

The only drawback is that it renders at a rate of roughly 1fps (even on a relatively high-end machine), so it's best left commented out until the final export. Quite a nice script, regardless.

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Post by jbone » Tue Aug 09, 2005 6:25 pm

IcyCloud wrote:It was ripped from the disc (PS2) and demultiplexed. This is actually from one of the prerendered cutscenes, which is why the aliasing boggles me. I'd expect it during the normal gameplay portions that are rendered by the engine itself, but not the cutscenes.
Oh, okay. You didn't mention it was pre-rendered footage, that changes things.

I'm glad you were able to find a solution, though.

Sounds like the video was simply rendered to look good on a TV.
"If someone feels the need to 'express' himself or herself with a huge graphical 'singature' that has nothing to do with anything, that person should reevaluate his or her reasons for needing said form of expression, possibly with the help of a licensed mental health practitioner."

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