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Remastering old anime
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<blockquote data-quote="IdiomaticLynx" data-source="post: 601027" data-attributes="member: 4169"><p>I did take a look and honestly it doesn't really change my opinion. I only looked at the OPM fight and the start of episode one of Hajime no Ippo. The OPM fight is mostly animated on 2s and thus fares pretty well, and as expected the panning shots are buttery smooth. But there are still too many artifacts for me to even consider watching anime like this. The following I observed in my initial viewing without slowing down or pausing (you'll have to believe me on that <img class="smilie smilie--emoji" loading="lazy" alt="😇" title="Smiling face with halo :innocent:" src="https://cdn.jsdelivr.net/joypixels/assets/6.6/png/unicode/64/1f607.png" data-shortname=":innocent:" />):</p><ul> <li data-xf-list-type="ul">At 2:21 you see the rocks merge/morph in a weird way</li> <li data-xf-list-type="ul">At 3:58 the lines seem to "move" instead of "flash"</li> <li data-xf-list-type="ul">At 4:10 when Saitama walks off screen it's clear something strange happens with his head</li> </ul><p>There were more points where things<em> felt off,</em> but I was only able to discern why/what after slowing it down when watching it a second time. While those might've "fooled" me, it's also part of this uncertainty whether or not the interpolation is "correct" that makes it highly unlikely I would ever watch animation in this manner.</p><p></p><p>As for Hajime no Ippo it clearly shows my main gripe of using interpolation algorithms with animation. All the movement seems to constantly speed up and slow down. While I haven't seen Hajime no Ippo in it's original form, it's undoubtedly caused by interpolation of animation that is on 3s (or 4s).</p><p>(Also, it seems there is an animation mistake where the cardboard box flap just straight up disappears. <img class="smilie smilie--emoji" loading="lazy" alt="😮" title="Face with open mouth :open_mouth:" src="https://cdn.jsdelivr.net/joypixels/assets/6.6/png/unicode/64/1f62e.png" data-shortname=":open_mouth:" />)</p><p></p><p>The example [USER=4530]@ActionFaust[/USER] linked is a good example where any interpolation algorithm will most likely fail to retain what makes that cut work. Personally I'm quite curious when we'll see algorithms that focus on animation instead of being general purpose. Instead of "interpolating" they might even attempt to "redraw" cuts from being on 3s to 2s. Undoubtedly they'll be rubbish, but I'm curious nonetheless <img class="smilie smilie--emoji" loading="lazy" alt="😛" title="Face with tongue :stuck_out_tongue:" src="https://cdn.jsdelivr.net/joypixels/assets/6.6/png/unicode/64/1f61b.png" data-shortname=":stuck_out_tongue:" /></p><p></p><p>Anyway, it's really nice to see that you take it seriously and put in the effort. Going by the amount of anime clips on YT that are "60fps", there seems to be quite a lot of interest in it, and sadly also a lot of lousy/atrocious interpolations. From what I've seen, your approach is comparatively a lot better. But at the end of the day, it's simply not for me.</p></blockquote><p></p>
[QUOTE="IdiomaticLynx, post: 601027, member: 4169"] I did take a look and honestly it doesn't really change my opinion. I only looked at the OPM fight and the start of episode one of Hajime no Ippo. The OPM fight is mostly animated on 2s and thus fares pretty well, and as expected the panning shots are buttery smooth. But there are still too many artifacts for me to even consider watching anime like this. The following I observed in my initial viewing without slowing down or pausing (you'll have to believe me on that 😇): [LIST] [*]At 2:21 you see the rocks merge/morph in a weird way [*]At 3:58 the lines seem to "move" instead of "flash" [*]At 4:10 when Saitama walks off screen it's clear something strange happens with his head [/LIST] There were more points where things[I] felt off,[/I] but I was only able to discern why/what after slowing it down when watching it a second time. While those might've "fooled" me, it's also part of this uncertainty whether or not the interpolation is "correct" that makes it highly unlikely I would ever watch animation in this manner. As for Hajime no Ippo it clearly shows my main gripe of using interpolation algorithms with animation. All the movement seems to constantly speed up and slow down. While I haven't seen Hajime no Ippo in it's original form, it's undoubtedly caused by interpolation of animation that is on 3s (or 4s). (Also, it seems there is an animation mistake where the cardboard box flap just straight up disappears. 😮) The example [USER=4530]@ActionFaust[/USER] linked is a good example where any interpolation algorithm will most likely fail to retain what makes that cut work. Personally I'm quite curious when we'll see algorithms that focus on animation instead of being general purpose. Instead of "interpolating" they might even attempt to "redraw" cuts from being on 3s to 2s. Undoubtedly they'll be rubbish, but I'm curious nonetheless 😛 Anyway, it's really nice to see that you take it seriously and put in the effort. Going by the amount of anime clips on YT that are "60fps", there seems to be quite a lot of interest in it, and sadly also a lot of lousy/atrocious interpolations. From what I've seen, your approach is comparatively a lot better. But at the end of the day, it's simply not for me. [/QUOTE]
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