Rb,gb,bb = map(lambda b: b if size=256 else size/256*b if type=vs.INTEGER else b/255.0, ) #adjusting bias values rb,gb,bb for any RGB bit depth #format could be RGB24 (8bit) to RGB48 (16bit) or RGBS (floating point) 1 conversion usually isn't that bad, but after a few, it becomes bad quickly You should notice it more on fine colored text, and actually, some types animation and cartoons. Whereas point resize is pixel perfect duplication, pixel perfect discarding the ones you just duplicated. So it's impossible not to lose quality and become more blurry because it samples a radius of pixels. It uses either bilinear or bicubic for the UV scaling (I don't recall which one). For example if you add RGB text or graphics, then point sample back to YV12 isn't pretty)īut the default avisynth ConvertToRGB(matrix="rec709"), then ConvertToYV12(Matrix="rec709") 100% definitely makes the chroma more blurry. (Some RGB filters or operations might accentuate existing problems in the source, or cause new problems - Then blurring the chroma actually might be preferrable in those cases. The only loss is from the rounding differences and 8bit YUV=>RGB=> conversion, and whatever your RGB filters did. It does not make it any "sharper" for the chroma. So you're left with what you started with. The same pixels that you duplicated to get YUV 4:4:4 are dropped when you go back to YUV 4:2:0. It doesn't do anything except a proper point resize for the chroma. Thanks, that tip made this look quite a bit better, and it was indeed more accurate of a conversion. With it makes it sharper than the source, without it makes it about the same as the source sharpness wise. But nothing is scaled from YUV4:4:4 to RGB After examining close up, it didn't do anything but make the overall image appear minimally sharper. chromaresample="blah" just controls how the U,V planes get scaled. The Y,U,V planes are all the same size now, just like R,G,B. It's irrelevant at that stage, because you are in YV24 or YUV4:4:4 now.
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