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Thing #2:

How to Slow down a Video clip with Motion Estimation through the Motion Prediction Module

PD Howler also supports digital
                                    painting, animation & video, 3D
                                    and visuall effects

This features is only available with the Howler edition.                [ more things ]


What is motion estimation, the motion prediction module, and why would you want to slow down an animation or video clip?

For starters, look here for some information we wrote back in the days of Howler version 8: Motion Prediction Mania

The Motion Prediction Module actually dates back to the prior release, version 7.2: http://www.thebest3d.com/howler/7/motion-prediction-module.html

To wet your appetite for motion estimation, here's a short clip that was produced with Howler 7.2, starting from a short rendering done in Carrara:

https://youtu.be/mZrGchWmHl4  -  best viewed in large or full screen mode. The big thing to keep in mind while watching this video: It took a few hours to render the original short clip of 2-3 seconds in Carrara, on CPU, a 2nd generation i7 (yeah, that's old now), but it only took a few more minutes (!) for Howler to produce the super-slow-motion version from it, using the Motion Prediction Module.






Howler can run over 64 threads now, so if you have one of those coveted new AMD Threadripper CPUs with 32 cores, 64 threads - wow! you're in for a treat!

But even without such high-end gear... Motion Estimation can sometimes help by creating interpolated frames of better quality than what you'd get wth the traditional frame blending, where a strobing effect can easily be a side effect of strong contrast between nearby pixels or groups of pixels. It might even create an angle of a still frame that you may end up preferring over the two original neighboring frames.

Here we'll have a look at a few practical examples.


Why do we care about motion estimated interpolation? The need for Speed


This one is relatable if you're on a slow, old system, where the GPU has just a few dozen or hundred cores, and you are creating an animation with Puppy Ray that, while going fast, still isn't fast enough. Sometimes, you can skip rendering every frame, and later create fill-in frames with motion estimation. It just may be good enough, and very likely will be faster.

It's also a fact that you don't always have the ability to re-render the scene. So let's say you have a short video clip that last 3 seconds, at 30 fps, i.e. is made of 90 frames, but your project requires it to be 6 or 9 seconds long, a slower, longer lasting clip. Perhaps the clip shows a landscape in a panoramic sweep from left to right, and it goes a little too fast?

You can use traditional time-stretch techniques, and sometimes that will be good enough.  In many cases though, you may notice a side-effect with frame blending: some areas of the image may appear to be strobing, flickring a few pixels, when they are of high contrast next to eachother.

Here is an example of what we might want to try the motion prediction module for: a panoramic sweep on a landscape. This one was rendered in Puppy Ray GPU, but it might as well come from another 3D program, or even be recorded video footage.

got pano sweep?




What is traditional Time Stretching or Frame Blending?


coming soon

What is a Motion Tracker?

coming soon

What if I place many motion trackers all over the frames?

coming soon

Hello Motion Estimation - Now I get you!


coming soon





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