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transformation.
This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing.
The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data.
Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object.
{F78199}
The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node.
* PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations.
* PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners.
* PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners.
One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
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EWA sampling is designed for downsampling images, i.e. scaling down the size of
input image pixels, which happens regularly in compositing. While the standard
sampling methods (linear, cubic) work reasonably well for linear
transformations, they don't yield good results in non-linear cases like
perspective projection or arbitrary displacement. EWA sampling is comparable to
mipmapping, but avoids problems with discontinuities.
To work correctly the EWA algorithm needs partial derivatives of the mapping
functions which convert output pixel coordinates back into the input image
space (2x2 Jacobian matrix). With these derivatives the EWA algorithm
projects ellipses into the input space and accumulates colors over their
area. This calculation was not done correctly in the compositor, only the
derivatives du/dx and dv/dy were calculation, basically this means it only
worked for non-rotated input images.
The patch introduces full derivative calculations du/dx, du/dy, dv/dx, dv/dy for
the 3 nodes which use EWA sampling currently: PlaneTrackWarp, MapUV and
Displace. In addition the calculation of ellipsis area and axis-aligned
bounding boxes has been fixed.
For the MapUV and Displace nodes the derivatives have to be estimated by
evaluating the UV/displacement inputs with 1-pixel offsets, which can still have
problems on discontinuities and sub-pixel variations. These potential problems
can only be alleviated by more radical design changes in the compositor
functions, which are out of scope for now. Basically the values passed to the
UV/Displacement inputs would need to be associated with their 1st order
derivatives, which requires a general approach to derivatives in all nodes.
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Previous wrap implementation was based on inverse
bilinear mapping, which doesn't give perspective.
Now plane track wrap estimates perspective transform
matrix as a homography estimation between frame
coordinates and plane corners.
Uses Libmv's implementation for this, which means
plane track wouldn't work properly with Libmv
disabled. Not a deal for official builds at all,
just folks who keeps things disabled need to be
aware of this.
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in SocketReader.
Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered).
This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing).
Differential Revision: http://developer.blender.org/D7
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AA for plane warp node
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This disables crazy adaptive sampling happening in diagonal direction.
This still gives some doggyness, but it's much less dramatic now,
and behavior is pretty damn the same as EWA filtering when rendering
textures with Blender Internal.
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This commit includes all the changes made for plane tracker
in tomato branch.
Movie clip editor changes:
- Artist might create a plane track out of multiple point
tracks which belongs to the same track (minimum amount of
point tracks is 4, maximum is not actually limited).
When new plane track is added, it's getting "tracked"
across all point tracks, which makes it stick to the same
plane point tracks belong to.
- After plane track was added, it need to be manually adjusted
in a way it covers feature one might to mask/replace.
General transform tools (G, R, S) or sliding corners with
a mouse could be sued for this. Plane corner which
corresponds to left bottom image corner has got X/Y axis
on it (red is for X axis, green for Y).
- Re-adjusting plane corners makes plane to be "re-tracked"
for the frames sequence between current frame and next
and previous keyframes.
- Kayframes might be removed from the plane, using Shit-X
(Marker Delete) operator. However, currently manual
re-adjustment or "re-track" trigger is needed.
Compositor changes:
- Added new node called Plane Track Deform.
- User selects which plane track to use (for this he need
to select movie clip datablock, object and track names).
- Node gets an image input, which need to be warped into
the plane.
- Node outputs:
* Input image warped into the plane.
* Plane, rasterized to a mask.
Masking changes:
- Mask points might be parented to a plane track, which
makes this point deforming in a way as if it belongs
to the tracked plane.
Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578
This is mine and Keir's holiday code project :)
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