Gavin Greenwalt
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DISCLAIMER: THIS IS NOT HDRx™ SO DON'T JUDGE THIS AS RED TECH.
Just wanted to see what I should expect from a workflow and limitations standpoint when working with the Red HDRx™ system.
I rendered off two passes. Once which is the (-0.25) offset frame without motion blur and one centered on (0.0) offset with 0.5 frame motion blur (180*) which is pretty close I believe to what you would get from HDRx.
Of course my system is just a crude slap together solution and purely experimental/speculation/educational but it might give an idea of the situations in which HDRx will perform great and when it will fall apart.
If you have a large overexposed area such as thin branches for instance in this shot you'll almost certainly lose them completely in the normal exposure. Which means the entire canopy in a shot like this will probably need to be filled in with the HDR exposure. Magic HDR I believe will not produce a desireable result so this would be a case where MNMB would be necessary. Luckily it looks like optical flow in such a situation would do a great job in motion for the most part. Where it didn't do a great job was in the flailing arms. I actually increased the dynamic range of my hypothetical "normal" exposure so that his arms would be exposed properly for the most part in the normal exposure. This will probably be important to keep in mind: Make sure your flapping and flailing bits which are moving quickly stay in the normal exposure for best results. This might be impossible though with a very bright background in which case even a little motion blur clips.
The optical flow did a pretty good job but there is still some wonkiness where there is a lot of parallax and overlap. The more parallax and overlap in my experience the worse optical flow in general performs. Also it has a really hard time with fast moving reflections since you have two different vectors in the same pixel which is impossible for it to discriminate between so reflections in cars I imagine would cause a little trouble as well.
Anyway, this was just for my own personal education to give my brain something to look at and reflect on. It's kind of like what RED is probably doing as far as I can tell so I imagine the trials and tribulations we see when HDRx is released will be similar.
*hides from Jim's Goat*
http://www.mediafire.com/?f6o63rfga619v
Just wanted to see what I should expect from a workflow and limitations standpoint when working with the Red HDRx™ system.
I rendered off two passes. Once which is the (-0.25) offset frame without motion blur and one centered on (0.0) offset with 0.5 frame motion blur (180*) which is pretty close I believe to what you would get from HDRx.
Of course my system is just a crude slap together solution and purely experimental/speculation/educational but it might give an idea of the situations in which HDRx will perform great and when it will fall apart.
If you have a large overexposed area such as thin branches for instance in this shot you'll almost certainly lose them completely in the normal exposure. Which means the entire canopy in a shot like this will probably need to be filled in with the HDR exposure. Magic HDR I believe will not produce a desireable result so this would be a case where MNMB would be necessary. Luckily it looks like optical flow in such a situation would do a great job in motion for the most part. Where it didn't do a great job was in the flailing arms. I actually increased the dynamic range of my hypothetical "normal" exposure so that his arms would be exposed properly for the most part in the normal exposure. This will probably be important to keep in mind: Make sure your flapping and flailing bits which are moving quickly stay in the normal exposure for best results. This might be impossible though with a very bright background in which case even a little motion blur clips.
The optical flow did a pretty good job but there is still some wonkiness where there is a lot of parallax and overlap. The more parallax and overlap in my experience the worse optical flow in general performs. Also it has a really hard time with fast moving reflections since you have two different vectors in the same pixel which is impossible for it to discriminate between so reflections in cars I imagine would cause a little trouble as well.
Anyway, this was just for my own personal education to give my brain something to look at and reflect on. It's kind of like what RED is probably doing as far as I can tell so I imagine the trials and tribulations we see when HDRx is released will be similar.
*hides from Jim's Goat*
http://www.mediafire.com/?f6o63rfga619v