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  1. #1 So how does RedRay work? 
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    I've got no solid or official information to contribute however I was thinking about the leap that the RedRay codec makes from any previously available compression. Of course as time goes on compression only gets better but the massive difference between RedRay and older compression seems like there must be another other clever idea being implemented by Graeme...

    Could it be possible that RedRay works by the same principle as RedCode? Most codecs encode three colour channels (RGB or YUV) but RedCode only has to deal with a bayer pattern greyscale image because it keeps the information RAW. As we know this image is then debayered resulting in an image that resolves about 80% of the original RAW resolution.

    Would it be possible to blow up an image (any 3 channel image for instance) by 125% and apply a digital bayer patterned filter to create a greyscale image for encoding which would then be decoded and debayered on playback to form the original image?

    Would this process be beneficial in achieving extremely low data rates such as demonstrated with RedRay?
    Chris Park-Kennaby
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    I can't say how the codec works, but I can tell you that getting good quality dilithium crystals in commercial quantities has turned out to be trickier than I thought.

    Graeme
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    Senior Member Steve Wake's Avatar
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    Quote Originally Posted by Graeme Nattress View Post
    I can't say how the codec works, but I can tell you that getting good quality dilithium crystals in commercial quantities has turned out to be trickier than I thought.

    Graeme
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    Ha! Love the response Graeme :) I've got no idea what dilithium has to do with RedRay but I'm liking the extremely vague honesty.

    Sorry if this thread came across as an attempt to get you to spill the beans - not the intention at all, just thought it was an interesting idea worth mentioning. Though I'm still not sure whether it would be feasable or worthwhile...

    As always looking forward to hearing more, when the time is right.
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    Quote Originally Posted by Graeme Nattress View Post
    I can't say how the codec works, but I can tell you that getting good...

    Graeme
    Graeme, is this codec your idea, or is somebody else's?


    Thanks.
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    Quote Originally Posted by Wayne Morellini View Post
    Graeme, is this codec your idea, or is somebody else's?


    Thanks.
    I like to think the clever parts are mine, but you may need to wait for biography for the fuller version of the RED Ray story :-)

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    Quote Originally Posted by Graeme Nattress View Post
    I like to think the clever parts are mine, but you may need to wait for biography for the fuller version of the RED Ray story :-)

    Graeme
    Thanks for that Graeme. Sorry for the late reply, been sick a lot again lately. You have given me enough infornation. If you are the only significant new or internal contributor then I guess it is based on existing codec or codec work. Which brings it down to a handfull of released codecs that it maybe based on, if not other codec/research work. My own ideas are not based on existing work, so it is unlikely to be too simular. They are pretty technical different and advanced. Look forward to seeing your spin on the field.

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    Senior Member Richard Foster's Avatar
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    Of course. It's like the transporter. It takes all the pixels apart and reassembles them perfectly. And, naturally, requires a lot of dilithium crystals.
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    Leaving aside arguments from ignorance (you know; invoking some fantastic new top-secret compression technology, that I know nothing about, and neither does anybody else, apart from RED), and only discussing what is actually possible, I think I can make a fair stab at guessing of how Red Ray might actually work.

    It seems to be fairly common knowledge by now that Redcode recording is based on JPEG2000 (or JPEG2000-like) compression of streams of four separate half-sensor-native-resolution images: one red, one blue and two pixel-offset green images. That is (for the RED One at least) there are basically one 2K red, one 2K blue and two 2K Green images per “4K” frame. The Green images are diagonally offset by distance of about 1.4 pixels, which allows the de-compression/de-Bayer process to produce an output resolution approximating that of a hypothetical 3-Chip camera that uses three “3K” sensors. Thus, although the fully decoded output from a RED One is routinely described as “4K”, it is more like 3K in a 4K container, that is, the 4-gallon 4K bucket never has more than 3 gallons in it. (The higher resolution MX and Epic sensors apparently do produce the full four gallons).

    In an idealized RedCode Post-Production environment, the process would start with copying all the RedCode camera files into the editing computer (or making them accessible to it at any rate).
    In line with all other non-linear editing systems, the computer then makes lower resolution copies of these files - the so-called “Proxies” - which are what are actually used for the editing process. In most cases, all the editing decisions are made using these lower resolution files, which allows the editing computer to work in real-time, or close to it.

    At the end of the editing session, the computer generates some sort of Project file, which is basically a “script” of instructions that tell it how to duplicate all the editing decisions made using the Proxies, but this time doing it to the original camera files, which is generally known as making a full definition “conform”. (This is pretty much the same principle as using workprints for film editing, or “off-line” editing using videotape, in use long before computer-based editors became available).

    In just about all non-linear editing systems, the higher resolution of the original camera files can make the high definition conform take a very long time, which is why most large production houses set up “Render Farms”. In a Render Farm, a large project can be cut up into smaller sections and “farmed out” to a large collection of identical dedicated computers, all working in parallel, to “render” the original camera files into the final full-definition output frames, which are then re-assembled to produce the final output file.

    A great advantage of cameras and editing systems that store and work directly with Raw format, as opposed to more conventional ones based on fully decoded camera video, is that (in theory at any rate), the first time any image transcoding takes place is when the original camera files are rendered directly to the final output format by the render farm.

    The same Post Production “script” can be also set to produce 4K, 2K, 1920 x 1080 HD, or standard definition video, or even 4K optimized for burning to a master negative for film duplication. In all cases, the output file is directly rendered from the original camera files, in more or less a single step.

    In practice, none of this seems to happen very often. The vast majority of RED camera footage seems to get converted to the final output format (most often either 2K or 1920 x 1080 HD), PRIOR to the editing process, throwing away a considerable amount of the original sensor information. To make matters worse, quite often only a single format is rendered at the end of the process, and this is then re-transcoded by external apparatus to produce any other formats required.

    What I suspect Red Ray is actually for, is an extension of the principle of RedCode, where the original sensor data (G1, G2, B and R) is directly compressed as if it was a series of four monochrome images, without any attempt at image processing.

    In a live camera situation, JPEG2000 compression of the original sensor frames is about all that is possible in a current-technology real-time environment. There is, however, no reason why further compression of the Raw files would not be possible, using MPEG4 technology or some variant of it, but only in a post-production environment, where multiple compression passes are possible.

    What I think happens with Red-Ray is that, instead of the render farm rendering down to one of the industry standard delivery formats, it only makes a simple assemble-edit of the original RedCode files, applies MPEG4-like inter-frame compression to the G1, G2, B and R data streams, and then folds the “Script” for the final image manipulation of the images (colour correction, gamma curve, brightness, contrast, sharpening etc), as metdata into the Red Ray data stream.

    The output from a Red Ray unit (in a cinema for example) would then be decoded more or less directly from the original camera files, all of the Post “massaging” being done on the fly by dedicated high speed processors.

    The overwhelming advantage of this approach is that it would minimize the amount of pre-render degradation of the original camera images. Even though they would undergo considerable data compression, the de-compressed files would still represent relatively untouched sensor data with its dynamic range essentially intact, which would produce the best results possible from the available data. This contrasts with the current situation where video parameters are routinely “baked in” right at the start of the editing process.

    The Red Ray output could also be set to precisely match the resolution of the display device, which would eliminate yet one more stage of re-mapping.

    Where this would fall down is in the area of CGI intensive features, since I doubt anything as compact as what has been proposed would have anywhere near enough processing muscle to produce convincing real-time 4K images.

    However in that case, the CGI rendering computers could output the images in the same G1, G2, B and R Bayer format as comes from the camera. In that case, the images would most likely need little or no processing in the Red Ray unit, apart from being routinely de-Bayered to the desired output format.
    Also, if you look at the vast majority of TV shows and Movies, editing other than simple cuts and a bit of gamma manipulation is rarely used anyway.

    The major advantages would be:

    * Minimum transcoding degradation between camera and display. (It would be analogous shooting on Kodachrome and projecting the original camera stock).
    * A single low-data-overhead delivery format that could be configured to precisely match just about any display system on a relatively inexpensive player.

    Anyway, that’s how I imagine RedRay works. And if it doesn’t work that way, it damn well should…
    Last edited by Keith Walters; 03-21-2011 at 04:55 AM.
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  10. #10  
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    Quote Originally Posted by Keith Walters View Post
    Also, if you look at the vast majority of TV shows and Movies, editing other than simple cuts and a bit of gamma manipulation is rarely used anyway.
    Oh, if only that were true. Size and position transforms, speed changes, visual effects "fixes" (remove a mic boom, change a sign, replace a sky, etc.), and monitor burn-ins are very common and very plentiful in television series today, and even more so in motion pictures. If you think editing of these programs is that "simple," you most likely aren't involved in doing it.

    As for Red Ray, I don't know any more than anyone else here. But I do know that it's not limited to RedcodeRaw input material (it can work with anything - and has to, because I've yet to work on a project in which every shot in the show was done on Red and not touched by any visual effects) and it's very unlikely that it is utilizing a reverse-deBayer approach. My impression is that it's basically a very well tuned JPEG2000-style wavelet encode coupled with an equally well tuned interframe compression scheme that may or may not be similar in approach to MPEG and H.264. If done correctly, the rates being touted for RedRay files are certainly possible, even if a bit surprising.
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