How To Upscale Video For Free

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Abigayle Laurenitis

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Aug 5, 2024, 2:54:32 AM8/5/24
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inthe film biz the crew is usually given food at their call time... let's say it's 5am, so the caterer would be serving breakfast burritos, oatmeal, scrambled eggs, etc. There's always eggs of some sort.

The first lesson involved importing material into a specific color space ( rec 709 gamma 2.4 ) and doing a primary grade ( just simple adjustments of luminance values cause the original was a little flat (prores )). Looks like this after initial grade.


The next part of lessons involve more complex tools to learn, and would be called actual color correction and secondary grades plus even more grading after that.... For the purpose of teaching me the maker of tutorial gave me the above clip but the water was GREEN, so I had to turn that blue. Then I had to adjust the tonality and saturation and hue of the yellow plane to make it nicer. AND, finally, turn the birds PINK. I'm currently working on the PINK thing... cause I ran into some problem with the tutorial directions vs. my results. I'll finish it today.


The above is a keyed area, meant to separate the water from the plane and birds. A mask ( tracked) can be applied to the birds to separate them from the plane. This stuff is moving, in a clip, and the birds start out being out of frame...


Now you can see more detail in the plane, the water is nice blue with some reflection of clouds in it, and the stupid birds ( they are giving me a hard time ) are flapping away being scared off by the plane engine noise.


The exact nature of the keying and details to get the best results are much more probable before upscaling. Upscaling is an interpolation technique where the computer guesses what color pixels ( by comparing a specific pixel specs with those surrounding it ) to ADD to the image, to make it larger. It adds pixels based on a math calculation basically. And is introduces less clarity by nature. It is unavoidable. The nature of the upscale is that it gets less clarity ( less sharpness ). That means the color work you do will be less exact too.


Finished my "color tutorial from hell" today, finally. Took 4 days cause I couldn't get something to work to make those birds pink. Turns out I was using the wrong control to invert a matte. What a dope I am !


interesting and good feedback all around. I sometimes work with stuff that is a bit flat even when in the right color space ( like prores or S log ) and as soon as I put clips on the timeline I quickly do a first grade ( which is just luminance values real fast, using scopes and eyeball ). Since I do that in a 'color' portion of program I consider it a part of color correction. Even though I haven't done a single thing to change any colors at this point.


So, a window that's blown out, that might make me think it would be nice to just crop that out by upscaling that portion of frame, might look nice after that initial grade of luminance values. Then there's the simple apply grade or presets or whatever that can be used by selecting ALL clips on timeline and applying that stuff.. to speed things up.


But whatever works for you is cool ! scale away to your heart's content.. things in PPRO are so superior now with color stuff that you can probably crop and scale up from 1080 to 4k and get a beautiful product !


This is obviously not a question limited to APhoto, but after editing and (substantial) cropping of jpg images, is there any point in upscaling to something approaching the original resolution before resaving as a jpg?


Hi @henryg,

Welcome to Affinity Forums

No, there's no point in upscaling unless you really need a bigger image/output. Any downscaling or upscaling always affects image quality negatively because you are either interpolating or removing pixels from the original image which affects its sharpness/definition. If you really have to upscale use a proper resampling algorithm (depends on the type of image) to get a better result.


To save time I am currently using an automated AI to reply to some posts on this forum. If any of "my" posts are wrong or appear to be total b*ll*cks they are the ones generated by the AI. If correct they were probably mine. I apologise for any mistakes made by my AI - I'm sure it will improve with time.


Smooth weapons decorate Add ON- 8Mo

This is a zdoom decorate wad with smoother weapon animations that are all upscaled.

It makes a pretty good companion wad.

Suba Steve made one that works with vanilla too, but it seems pointless since the neural wad only works in zdoom anyways.








I have been playing with different image upscaling neural networks : letsenhance.io and Nividia's GameWorks SuperResolution.

I finally used Nvidia's solution (it took some time to be in the beta!) : Infinite amount of requests, better results.

little drawbacks : max output size is 8192, so, for 8x it's a 1024 input, etc... 2 files processed at the same time max.



The process was to pack doom textures into different 1024x1024 pngs (7 iamges), then get the 8x upscaled versions (using 2 different techniques), then blend those results together as they both have qualitys and issues, downsize to 4096 with bicubic supersampling to blend some noise, then downsize to 2048x2048 with nearest neighbour supersampling to keep the sharpness feeling of original doom textures.

the 4x and 8x versions have too much funny AI artistic style artifacts to be used

Unfortunately this comes with some unwanted pixels here and there and a heavy de-noising work was needed. Also the contrast is changed, bright details are brighter, and dark one are darker too, this had to be cleaned as well by removing them and leting the original texture color appear.

The clean isn't perfect but a first alpha release stage has been reached and I can test it ingame...



but I'm stuck, I can't make this work and I need some help to be able to launch gzdoom with the -file parameter and a folder with all Hires pngs . then I can fine tweak from photoshop to gzdoom easily.

If someone more skilled than me with gzdoom modding could take a look

My files (pngs, notworking pk3s) are shared in this google drive folder



Here are some previews of the results (note : the transparency of the vine has been done manually, sadly the upscaler can't handle black and white shapes, but It's not that hard to do manually)


Just rename the /TEXTURES folder to /PATCHES. There are a few issues, since you're using PNG's instead of paletted LMP files, so anything with cyan will need to be actually transparent in the PNG. I'm sure a lot of work is left to go as these patches cause texture alignment to go out of sync. STEP1 and STEP2 also have issues where they're replacing the texture despite being intended for FLATs.


Thanks for the help DragonFly and Gez :)

Spectre01 : it works pretty well on sprites too :), I wanted to release everything at once, but well, I need the textures to work, finishing this will teach me things that will be usefull when doing sprites .


I renamed /TEXTURES TO /PATCHES and now everything loads but all the replacement textures aren't scaled down, so instead all the walls have the blown-up upper left quadrant of the texture covering the surface. Are there any instructions on how to fix this?


Dragonfly : I re-uploaded transparent textures as transparent pngs without cyan background

DooM_RO : I uploaded some 8k sources here, I'll take look in smoothdoom files to see if I can upscale them at the same time of the original ones. Doom2 minor sprite fixing project seems also to be taken into consideration. what bother me is that it's no longer a Hires override pak but a full mod (actually, as I can't make Hires folder work, it's already no longer a Hires pak lol).


Linguica : I'm still fighting with my files to make this work worrectly, with no success :(.

-I split Flats and Patches, did a flats.txt and a patches.txt. only the scale of flats is working, patches scales are still ignored.

-I tried to understand how the HD-Textures.pk3 works, because it does, ( as opposed to mine :D), and still has crazy filenames different from the ones in doom2.wad. The .txts in that file are just appearing as "readme", the patch/scale informations are hidden somehow.




These are very impressive! It's the first sprite resizing project in a while that genuinely looks like it maintains the feel of the originals. They made need a little tweaking, but it's a great start.


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This works well but it can only scale until it reaches the native resolution of the original picture and stops scaling with the div container but, I want it to go ahead and upscale beyond its native resolution.

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