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<title>Design and implementation of the new denoiser</title>
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<body bgcolor=ffffff text=000000 link=ff0000 vlink=ff00ff alink=33ff00>
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<center><h1>Design and implementation of the new denoiser</h1></center>
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<p>In theory, the design of the denoiser is pretty simple; getting it
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to perform was the hard part.
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<p>It maintains a list of the last several frames, called <i>reference
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frames</i>. Each reference frame is composed of <i>reference
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pixels</i>, which accumulate the values of several pixels.
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Every time a pixel in one frame is proven to be a moved instance of a
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pixel in another frame, the reference-pixel incorporates its value,
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and produces an average value for the pixel. The oldest reference
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frame, therefore, gets a pretty good idea of the real value of every
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pixel, but of course output is delayed by the number of reference
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<p>It compares every pixel in the current frame with all pixels
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in the previous frame, within a given search-radius, and any pixels
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that are equal within the given error tolerance are assumed to be the
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same pixel. It builds contiguous regions of matched pixels, with
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the motion vector that's common to the region.
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<p>If there are too many matches for a particular area of the image, or
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if the largest contiguous match in the area is too large, it's applied
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to the image right then, and then searching continues. Applying a
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region means to flood-fill the region (to make it the largest size
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possible, and to flesh out its borders to pixel accuracy), then
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hooking up the corresponding reference-frame pixels to the new frame
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at their new location, and incorporating the values of all the new
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pixels into the corresponding reference pixels. Doing this before
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the end of searching the frame means the affected areas don't have
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to be part of the search any more, helping to reduce the amount of
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work needed to search the rest of the frame.
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<p>At the end of the frame, matches are applied to the new frame, from
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the largest to the smallest, discounting any areas that have
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already been resolved. Any new-frame pixels not resolved by now
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are considered to be new information, and a new reference-pixel is
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generated for each one.
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<p>The search is not actually done one pixel at a time; it's done in
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terms of pixel groups. An entire pixel-group has to match for any
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match to be found, but all possible pixel-groups are tested (i.e. all
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possible overlaps are checked). Using pixel-groups helps to establish
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a minimum standard for what may be considered a match, in order to
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avoid finding lots of really small (and really useless) matches.
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The flood-fill still extends the matches out to pixel accuracy,
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so the only details that can't be found by motion-detection are the
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ones smaller than a pixel-group, which is not a bad sacrifice for
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<p><br>Table of contents:
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<li><a href="#Overview">Overview</a>
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<li><a href="#Implementation">Implementation</a>
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<li><a href="#ImplementationSkipList">SkipList, Set</a>
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<li><a href="#ImplementationRegion2D">Region2D, SetRegion2D,
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<li><a href="#ImplementationReferenceFrame">Pixel, ReferencePixel,
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<li><a href="#ImplementationMotionSearcher">MotionSearcher,
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SearchWindow, SearchBorder</a>
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<li><a href="#ImplementationMotionSearcherVersion1">Version 1</a>
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<li><a href="#ImplementationMotionSearcherVersion2">Version 2</a>
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<li><a href="#FutureExtensions">Future Extensions</a>
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<!-- <li><a href="#XXX">XXX</a> -->
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<a name="Overview"><h1>Overview</h1>
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<p><tt>main.c</tt> parses command-line options and the YUV stream header.
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<tt>newdenoise.cc</tt> converts between YUV format and the denoiser's
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internal format, and calls the denoiser. <tt>MotionSearcher.hh</tt> is
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the denoiser's top-level file. <tt>SearchWindow.hh</tt> and
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<tt>SearchBorder.hh</tt> are two high-level pieces of the denoiser that
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were broken out into their own classes, for use in other contexts.
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<tt>ReferenceFrame.hh</tt> contains the definitions for pixels,
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reference pixels, and reference frames.
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<tt>Region2D.hh</tt> is the base class for 2-dimensional region classes;
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<tt>SetRegion2D.hh</tt> implements a region using a Set of horizontal
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extents, and <tt>BitmapRegion2D.hh</tt> uses an array of integers to
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implement a bitmap. <tt>Set.hh</tt> is much like the STL "set" class,
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except that it's based on <tt>SkipList.hh</tt>. <tt>Allocator.hh</tt>,
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<tt>DoublyLinkedList.hh</tt>, <tt>Limits.hh</tt>, <tt>Status_t.h</tt>, and
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<tt>TemplateLib.hh</tt> contain other basic definitions, most of which
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should be standardly available; I'm just not sure they're standardly
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available on all supported platforms.
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<p>The denoiser classes are highly templated and highly reconfigurable;
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<tt>newdenoise.cc</tt> uses them in a way suited to YUV420P video.
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Intensity pixels are one 8-bit unsigned integer, color pixels are
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two 8-bit unsigned integers, intensity pixel-groups are 4x2, color
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pixel-groups are 2x2, intensity is denoised separately from color, and
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the search-radius used for color is proportional to the relative size
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of the intensity and color planes (and may, in effect, be
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<a name="Implementation"><h1>Implementation</h1></a>
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<p><tt>newdenoise.cc</tt> gives a good top-level view of how to use the
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denoiser for YUV420P video. Although the top-level class of the
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denoiser is <tt>MotionSearcher</tt>, a small army of classes is
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responsible for implementing all the necessary pieces.
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<a name="ImplementationSkipList"><h2>SkipList, Set</h2></a>
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<p><tt>SkipList</tt> is a highly optimized version of the famous
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probabilistically-balanced logarithmic-complexity sorted list
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structure. Skip lists are well-described in other documents. Note
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that this skip-list uses the "fix the dice" and "search finger"
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extensions described in the literature, and its p value is
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<sup>1</sup>/e, which maximizes speed & causes nodes to have an
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average of 1.71 forward pointers. (A tree node would have to have
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2 pointers, one for left and one for right, so a skip-list is more
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space-efficient than a tree structure also.)
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<p>One big advantage of skip-lists over tree structures, given the way
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the denoiser uses them, is that iterator forward/backward operations
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are small-constant complexity; they're implemented by a single pointer
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dereference. The typical tree-structure iterator forward/backward is
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logarithmic. Iterator forward/backward is used constantly throughout
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<p><tt>Set</tt> is much like STL's <tt>set</tt> class, except that it's
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based on <tt>SkipList</tt>.
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<a name="ImplementationRegion2D"><h2>Region2D, SetRegion2D,
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BitmapRegion2D</h2></a>
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<p><tt>SetRegion2D</tt> was the first region class written for the
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denoiser; later, <tt>Region2D</tt> and <tt>SetRegion2D</tt> were split
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into two classes, and <tt>BitmapRegion2D</tt> was made a subclass of
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<tt>Region2D</tt>. It was not a perfect separation, and <tt>Region2D</tt>
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remains a sketch of what I'd like to see, rather than a completed
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product. I could solve its problem using virtual methods, but that
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would prevent a lot of function-inlining from happening, and for
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performance reasons I don't want to do that.
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<p><tt>SetRegion2D</tt> uses <tt>Set</tt> to implement regions as a set of
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horizontal extents, i.e. as y/x-start/x-end triplets. Quite a bit of
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work went into writing efficient union/subtraction methods.
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<p><tt>BitmapRegion2D</tt> uses an array of integers, treated like a bit
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field, to implement regions. It's faster to use them in some cases,
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though they're a lot less memory-efficient than <tt>SetRegion2D</tt>,
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and have to be created with a maximum size.
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<a name="ImplementationReferenceFrame"><h2>Pixel, ReferencePixel,
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ReferenceFrame</h2></a>
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<p>The <tt>Pixel</tt> class is templated with a numeric type for storing
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pixel values, the number of dimensions in the pixel's value, and
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a numeric type to use when doing tolerance calculations. The rule of
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thumb is, the tolerance type should be able to hold the value of two
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pixel-value types multiplied together.
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<p>For YUV420P video, a Y pixel is
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<tt>Pixel<uint_8,1,int32_t></tt> and a color (i.e. CbCr) pixel
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is <tt>Pixel<uint8_t,2,int32_t></tt>.
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<p>The <tt>Pixel</tt> class contains methods to get and set the value of
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pixels, and to compare two pixels within a given tolerance. It also
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contains methods to generate tolerance values from integers, in case
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the pixel type has special rules. (For instance, the tolerance value
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for a color pixel is the square of its integer counterpart, since CbCr
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color is 2-dimensional.)
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<p>The <tt>ReferencePixel</tt> is templated much like the <tt>Pixel</tt>
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class. It holds a sum of pixel values, and the number of pixel values
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summed so far. It also counts the number of reference-frames that
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point to it. It's intended to represent a single pixel that's found
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to exist over several frames, and to produce an average value for the
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pixel, so as to smooth away errors.
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<p>The <tt>ReferenceFrame</tt> is a rectangular array of
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<tt>ReferencePixel</tt>s, representing each frame and the parts of the
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image that it has in common with other frames.
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<a name="ImplementationMotionSearcher"><h2>MotionSearcher,
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SearchWindow, SearchBorder</h2></a>
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<p>OK, so much for the easy part.
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<p><tt>MotionSearcher</tt> maintains a circular list of
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<tt>ReferenceFrame</tt>s. To make space for a new frame, the oldest
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frame is returned to the client.
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<p><tt>AddFrame()</tt> is responsible for processing new frames. It does
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so in several stages. First, it looks for pixels that haven't moved,
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i.e. new pixels whose corresponding reference-pixels are within the
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error tolerance. That resolves most of the average frame.
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<p>Next, it detects moved areas, i.e. parts of the new frame that match
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parts of the previous frame except that they've moved.
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<p>It could iterate through the frame in any order, but to keep the
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implementation of <tt>SearchWindow</tt> and <tt>SearchBorder</tt> simple
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and efficient, it iterates through the frame in a zigzag pattern,
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i.e. starting at the upper-left corner, it moves right to the edge,
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then down a line, then left to the edge, then down a line, and so on
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to the end of the frame.
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<p>The search-window consists of the reference-frame's pixels,
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partitioned into search-window cells. Each cell contains a
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pixel-group (i.e. a rectangular array of pixels, containing the
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minimum pixel pattern that can be searched for). The pixel-groups
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in each cell overlap other cells; although the motion-search is done
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in terms of pixel-groups, it still looks at all all possible
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combinations of pixels that could form a pixel-group.
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<p>The pixel-sorter is a tree structure that partitions pixel-groups
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(actually, search-window cells, which contain a pixel-group).
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The total number of dimensions of a pixel-group is the number of
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pixels in the group, times the dimension of a pixel. For the
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YUV420 implementation, 4x2 pixel-groups are used for intensity pixels,
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which consist of 1 dimension, for a total of 8, and 2x2 pixel groups
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are used for color pixels, which consist of 2 dimensions, again for a
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total of 8. Partitioning n dimensions requires 2<sup>n</sup>
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branches per tree node; in this example, that's 256. (So if the
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pixel-sorter tree is well-balanced, then descending to a child branch
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cuts out all but <sup>1</sup>/256 of the remaining pixel-groups, which
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is supposed to make searching for matching pixel-groups very efficient.)
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Search-window cells are inserted into the pixel-sorter tree, and
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descend into child branches based on their value. But if any of the
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pixel-group's pixel dimension values are within the error tolerance of
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the split-point for that dimension in the current pixel-sorter branch
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node, then that pixel-group won't fit neatly into any of the children
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nodes, and thus the search-window cell has to stay at that level of
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the tree. (Alternately, a copy of it could be placed in multiple
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children, but this design opts not to do that.) Each pixel-sorter
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branch node maintains a doubly-linked list of search-window cells that
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are attached to it. As an optimization, once a search-window cell is
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inserted into the pixel-sorter, that result is used for the rest of
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the frame, as the search-window cell is added to and removed from the
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pixel-sorter, depending on whether that search-window cell is within
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the search radius of the current new-frame pixel-group.
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<p>To look for matches between the current pixel-group from the new
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frame, and all pixel-groups from the previous frame within the search
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radius, one just matches the current pixel-group to every
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search-window cell attached to the pixel-sorter branch nodes, and
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descend the tree according to the new pixel-group's values. (One
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optimization is possible here: If the search-window cell was forced
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to stop at that level of the pixel-sorter because one of its pixel
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values was within the tolerance of the split value of that
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pixel-sorter branch node, and none of the current pixel-group's
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pixel values are within twice the tolerance of the split value
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of that pixel-sorter branch node, then we can save time and avoid the
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comparison, for no search-window cell that had to stop at that level
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could possibly intersect the new pixel-group. This especially helps
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in the presence of low error thresholds.)
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<p>As matches are found, the search-border builds contiguous regions of
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matches that all have the same motion-vector. (The "border" is the
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border between the searched area and the not-yet-searched area.)
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It's designed to move through the regions of matches in a zigzag
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pattern, and constantly maintain a list of all regions that would
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be contiguous with the current new-frame pixel-group. When a match
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is found, all such regions with the same motion-vector are now
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contiguous, once the current pixel-group's area is added.
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<p>The search-border is implemented by sets of startpoints/endpoints.
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Every horizontal extent (that could potentially intersect a
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new-frame pixel-group) of every region under construction along the
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border is represented in the set of startpoints/endpoints. The
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search-border also has two arrays of set iterators, one for
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startpoints, one for endpoints. As the search zig-zags across the
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new frame, these two arrays of iterators keep track of all regions
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that will be contiguous with the current new-frame pixel-group, and
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all regions that are no longer contiguous with the current new-frame
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pixel-group; by doing this, it's very efficient to maintain the set
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of border regions that would be contiguous with the current new-frame
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<p>The general idea is to analyze the entire frame like this, then run
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through the found regions from largest to smallest, and apply them to
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the new frame. This can be a lot of data, too much in fact. To
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limit the search to a reasonable complexity, two throttles exist --
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one on the number of matches in the area of the current pixel-group,
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and one on the size of the the largest match in the area of the
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current pixel-group. If there are too many regions in the area,
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or if the biggest region in the area is too large, then the best
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region found so far is chosen, all other regions in the area are
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thrown away, and that best region is applied to the new frame right
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then. This will eliminate pixel-groups from consideration in the
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search-window and pixel-sorter, which will save time in the search.
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This will also resolve new-frame pixels; only pixel-groups that
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contain nothing but unresolved pixels can be searched for in the
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pixel-sorter, which also saves time in the remainder of the search.
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Only after the entire frame is analyzed are regions applied from
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<p>Before a match is applied to the new frame, it's flood-filled in
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order to resolve its entire extent. Searching is done in terms of
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pixel-groups, so it won't be able to find any detail that's smaller
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than a pixel-group. Also, the region may not have been completed, if
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it was chosen because a throttle value was exceeded, so its full
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extent is not known. Plus, parts of that match may have already
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been resolved. The flood-fill takes care of all of these situations.
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<p>Any pixels not found by the above searches are declared to be new
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information, and new reference-pixels are allocated for all such
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<p>The whole point of this design is to use as many high-level-design
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features as possible to reduce the amount of work necessary to perform
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the job. It attempts to accomplish this with a heavy reliance on
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data structures over more mathematical algorithms, a drive to
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locate sub-linear/sub-quadratic algorithms for common tasks (e.g.
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the pixel-sorter tree, which reduced quadratic to logarithmic, and
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the iterator arrays in the search-border, which reduced logarithmic
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to small-constant), and to use data structure design to understand
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the problem in ways that directly lead to efficient implementations.
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<a name="ImplementationMotionSearcherVersion1"><h3>Version 1</h3></a>
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<p>The above discussion describes the intent of the first version of
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the denoiser (which I'm calling version 0). However, the very last
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high-level change I made to it, right before releasing it under GPL,
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was defective! In effect, the match-count throttle was always 1, and
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the best match was applied every pixel-group! It was intended
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to be a performance increase, and it was, but obviously it broke the
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code...except that this bugged change also vastly increased the
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quality! There is every reason in the world to believe that such a
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bug should have broken the denoiser's quality, except that it didn't.
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What a stroke of luck!
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<p>I decided to take the implications of this accidental discovery to
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the next logical level. Before, I wouldn't have believed that the
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best match could be found without amassing a large list of
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possibilities from several pixel-group searches. Now, each match
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found is flood-filled, and the first one to exceed the match-size
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throttle is applied to the image right then and there, and all other
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possibilities aren't considered. So there is no big list of regions
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<p>This version performed better than the bugged version, which is
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surprising enough, but the quality was vastly improved too.
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<p>Parallel processing was added at this time too. Color can be
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denoised in a thread separate from intensity denoising, and
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reading/writing frames can be moved into separate threads too.
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<a name="ImplementationMotionSearcherVersion2"><h3>Version 2</h3></a>
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<p>If match-size-throttling is in use (which is usually is), now it
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picks the largest such match, instead of the first match that's larger
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than the throttle size. This led to a pretty serious increase in quality!
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<p>Parallel processing was modified so that the reader/writer threads can be
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used independently of the denoiser threads. This may not be very useful,
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but there was no good reason to prevent it.
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<a name="ImplementationXXX"><h2>XXX</h2></a>
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<a name="FutureExtensions"><h1>Future Extensions</h1></a>
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<p>The motion-detector is highly parallel, and a better multi-threaded
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version should be written. So far, color and intensity can be
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analyzed separately. But a thread could conceivably denoise one half of
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the remaining area of an image plane. The pixel-sorter would have to
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become its own class for this to work, since there'd now be more than
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one per search-window, and the search-window would have to keep
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pixel-sorters from colliding with each other (i.e. the areas being
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searched by each can't overlap). Also, depending on how efficient
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the thread-synchronization methods are, the pixel-sorter could feed
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results to the flood-filling stage. Perhaps both approaches can be
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taken. Anything that allows the denoiser to fill up processors is
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probably worth trying.
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<p>The motion-detector should probably be able to find matches in
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more than one previous frame. I'd probably want to avoid later-frame
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matches that occur in earlier frames, for efficiency's sake.
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<p>The search-border should allow the insertion of new regions. It
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would need a method, implemented somewhat like <tt>AddNewMatch()</tt>,
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to generate a startpoint/endpoint for every horizontal extent in the
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region that intersected the border area. This could be used to make
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a <tt>ChooseBestActiveRegion()</tt> that eliminated flood-filled areas
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from the other regions on the border and then put those regions back
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into the border. I don't know if this would speed things up, though.
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<p>I think the search-border can be used to implement removal of
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transient phenomena, e.g. film lint/scratches, LaserDisc rot,
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analog-broadcast static, etc. After the new frame has had motion
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detection run on it, look at the 2nd-to-oldest frame, and build
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contiguous regions of pixels that have the same reference count.
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(Film lint/scratches will be limited to 1 reference count; I think
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LaserDisc rot can extend over several frames.) If a region has
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the right shape and the expected contents for a known sort of
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artifact, it's declared to be an instance of that artifact, and a
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blend involving the next/previous frame is used to generate the values
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of pixels affected by the artifact. We'll probably want to take the
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result of motion-detection into account too.
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<p>I think the search-window could replace the radius-search in
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yuvmedianfilter. It could even do motion-detection for mpeg2enc.
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<p>Copyright (C) 2004-2009 by
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<a href="mailto:ulatec@users.sourceforge.net">Steven Boswell</a>.
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All rights reserved, and all that stuff.
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<br>Released to the public under the GNU General Public License v2.
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See the file COPYING for more information.