![]() In all the examples, the starting image (input.jpg) will be this one (535×346 pixels): The default for matrix in untagged input and output is always limited BT.601.One should always remember that YCbCr 4:4:4 8 bit is not enough to preserve RGB 8 bit, YCbCr 4:4:4 10 bit is required.Dither can be turned off using -vf scale=sws_dither=none.Limited range RGB is not supported at all.Conversion from YCbCr limited to RGB 16 bit is broken, use zscale instead of swscale.For those -vf scale=out_range=pc should be used. Yet for x265 the workaround was implemented, but not for jpeg2000 and AV1. yuvjxxxp pixel formats are deprecated.Use -vf scale=flags=accurate_rnd to fix that. When going from BGR (not RGB) to yuv420p the conversion is broken (off-by-one).The correct syntax for SAR=2:3 is setsar=2/3, or setsar=1 for the above example. ![]() In this special case it accidentally gives the correct result SAR=1:1, but for example setsar=2:3 would give the wrong result SAR=2:1. The above example is highly misleading because setsar=1:1 is equivalent to setsar=r=1:max=1. For example:įfmpeg -i input.mp4 -vf scale=320:240,setsar=1:1 output.mp4 You have to manually set the SAR value to 1:1 to make the players display it in the way you want. In some cases, FFmpeg will set the Sample Aspect Ratio to compensate for the ratio change.To achieve the same results for complex filter chains, you have to explicitly set the scaling algorithm via the flags=bicubic option. When using -filter_complex/ -lavfi, the default scaling flags are not applied, so the default algorithm is not bicubic, but bilinear.However, this can also affect your performance negatively by inadvertently making your game lag or inducing an input lag. It does so by slowing down the GPU pipeline to make sure the frame rate doesn’t go above your refresh rate. V-SyncĪnother widely used technique, V-Sync basically caps your in-game frame rate to your monitor’s refresh rate, preventing screen tearing. It includes shader-based effects such as depth of field, motion blur, ambient occlusion, FXAA, and/or SMAA as well. Post-processing generally refers to effects that are implemented in the last phase of rendering, after all the other effects like tessellation, multi-sampling, reflections, and shadows are done. It takes vertices and control points as input and then outputs the vertex position for the newly produced domain samples. These are very similar to geometry shaders in that they take patches and the output is sent to the tessellator after which the domain shader uses the new vertex data and control points to finalize the results. There are three parts involved in tessellation: Hull shader which calculates the tessellation factors. This allows you to load a relatively coarse mesh, generate more vertices and triangles dynamically and then make it into a finer mesh. It does this by repeatedly subdividing the current geometry into a finer mesh. Tesselation is a technique that allows you to reproduce primitives (triangles, lines, points, and such) in a 3D application. It is done by dividing the polygons into smaller ones to improve the mesh complexity and detail. Tessellation is a DX11 based technique used to increase the level of detail in a scene without increasing the texture size. These are much less detailed and inaccurate, and at times one whole reflective surface as large as a river or lake may use the same cube map. In this, the textures are pre-baked onto the various sides of a cube and stored as six square textures or unfolded into six square regions of a single texture. What is Ray-Tracing and How is it Different from Rasterization: A Look at the Working of NVIDIA’s RTX GPUsĪnother popular refection technique is cube-mapping.If there are other objects that are present in the same location but not visible on the screen, they will be culled. However, it only does so for the objects visible on the screen. SSR basically re-renders the scene on transparent surfaces. Screen space reflections is a technique to render dynamic in-game reflections. Screen Space Reflections No SR (notice the car reflection is absent) SR On They are usually traced using screen-space ray-tracing. Traditional volumetric lighting simply is a demonstration of how the sun rays (or any rays) appear and behave in the game world. ![]() Team Green uses tessellated godrays which are more performance-intensive but look better too. Remember NVIDIA’s godrays? Yeah, that’s basically what volumetric lighting is.
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