eedi3 is a very slow edge directed interpolation filter.
eedi3 works by finding the best non-decreasing (non-crossing) warping between two lines by minimizing a cost functional. The cost is based on neighborhood similarity (favor connecting regions that look similar), the vertical difference created by the interpolated values (favor small differences), the interpolation directions (favor short connections vs long), and the change in interpolation direction from pixel to pixel (favor small changes).
- eedi3.eedi3(clip clip, int field[, bint dh=0, int planes=[0, 1, 2], float alpha=0.2, float beta=0.25, float gamma=20, int nrad=2, int mdis=20, bint hp=0, bint ucubic=1, bint cost3=1, int vcheck=2, float vthresh0=32, float vthresh1=64, float vthresh2=4, clip sclip])¶
Clip to be processed. The bit depth must be 8 bits per sample.
Selects the mode of operation and which field will be kept. All modes will use the field order specified in the source frames and will only fall back to the specified order if not present.
0 - same rate, keep bottom field
1 - same rate, keep top field
2 - double rate, start with bottom field
3 - double rate, start with top field
In case of double rate output, the frame rate is doubled and the frame durations are halved.
Doubles the height of the input. If field=0, the input is copied to the odd lines of the output. If field=1, the input is copied to the even lines of the output. The missing lines are interpolated.
Controls which planes will be processed.
These trade off line/edge connection vs artifacts created. alpha and beta must be in the range [0,1], and the sum alpha+beta must be in the range [0,1]. alpha is the weight given to connecting similar neighborhoods. The larger it is the more lines/edges should be connected. beta is the weight given to vertical difference created by the interpolation. The larger beta is the less edges/lines will be connected (at 1.0 you get no edge directedness at all). The remaining weight (1.0-alpha-beta) is given to interpolation direction (large directions (away from vertical) cost more), so the more weight you have here the more shorter connections will be favored. Finally, gamma penalizes changes in interpolation direction: the larger gamma is the smoother the interpolation field between two lines. gamma’s range is [0,inf].
If lines aren’t getting connected then increase alpha and maybe decrease beta/gamma. Go the other way if you are getting unwanted artifacts.
Defaults: 0.2, 0.25, 20.
nrad sets the radius used for computing neighborhood similarity. Valid range is [0,3]. Larger nrad will be slower.
mdis sets the maximum connection radius. Valid range is [1,40]. If mdis=20, then when interpolating pixel (50,10) (x,y), the farthest connections allowed would be between (30,9)/(70,11) and (70,9)/(30,11). Larger mdis will allow connecting lines of smaller slope, but also increases the chance of artifacts. Larger mdis will be slower.
If true, half pel steps will be used (slower). Otherwise, full pel steps will be used.
If true, cubic 4 point interpolation will be used (slower). Otherwise, 2 point linear interpolation will be used.
If true, 3 neighborhood cost function will be used to define similarity (slower). Otherwise, 1 neighborhood cost function will be used.
If vcheck is greater than 0, then the resulting interpolation is checked for reliability/consistency.
0 - no reliability check
1 - weak reliability check
2 - med reliability check
3 - strong reliability check
Assume we interpolated pixel ‘fh’ below using dir=4 (i.e. averaging pixels bl and cd):
aa ab ac ad ae af ag ah ai aj ak al am an ao ap eh el ba bb bc bd be bf bg bh bi bj bk bl bm bn bo bp fd fh fl ca cb cc cd ce cf cg ch ci cj ck cl cm cn co cp gd gh da db dc dd de df dg dh di dj dk dl dm dn do dp
When checking pixel ‘fh’ the following is computed:
d0 = abs((el+fd)/2 - bh) d1 = abs((fl+gd)/2 - ch) q2 = abs(bh-fh)+abs(ch-fh) q3 = abs(el-bl)+abs(fl-bl) q4 = abs(fd-cd)+abs(gd-cd) d2 = abs(q2-q3) d3 = abs(q2-q4) mdiff0 = vcheck == 1 ? min(d0,d1) : vcheck == 2 ? ((d0+d1+1)>>1) : max(d0,d1) mdiff1 = vcheck == 1 ? min(d2,d3) : vcheck == 2 ? ((d2+d3+1)>>1) : max(d2,d3) a0 = mdiff0/vthresh0; a1 = mdiff1/vthresh1; a2 = max((vthresh2-abs(dir))/vthresh2,0.0f) a = min(max(max(a0,a1),a2),1.0f) final_value = (1.0-a)*fh + a*cint
If sclip is supplied, cint is the corresponding value from sclip. If sclip isn’t supplied, then vertical cubic interpolation is used to create it.
Another clip from which to take cint. (What does this actually do?)
Most of this document was copied from “EEDI3 - Readme.txt”, written by Kevin Stone (aka tritical).