Final Cut Studio 2 SmoothCam Tested: Fix Those Shaky Shots

By vade

SmoothCam footage frames

View video directly on blip.tv

Final Cut Studio 2 HD SmoothCam Tests [blip.tv]

Shoot jittery footage with your HDV/DV cam? While on a taxi ride? On a bumpy street, zoomed in, while being run off the road by the Hungarian mafia?* I know I do. While shooting freehand is great for that “Reality TV” look, sometimes you want to look like a pro while keeping your budget - and this is where Final Cut Studio 2’s new SmoothCam feature comes in.
(*It’s a long story, but yes, this happened. No, this is not that particular footage.)

SmoothCam is a technology borrowed from Apple’s high-end, node-based compositing system Shake that was ported to Final Cut Pro 6.0 as an easy-to-use effect filter. The basic idea is that SmoothCam tracks the motion vectors of the pixels in your footage and tries to make them as stable as possible, resulting in a smooth and bump-free shot. Sounds awesome, and as usual with Apple, it’s hyped to no end. But how good is it in the real world?

read more

Spacetime Fusion

By vade

For more information on Spacetime Fusion, check out the project’s website at University of Washington’s CS Departments page here. I’d say something witty, but I’m too stunned.

Refresh: Asides

Speaking of C74 - Jitter 1.6.3 Final release -

Announced last night, Jitter 1.6.3 brings a slew of bug fixes and performance updates. Highlights include an updated jit.gl.model object that now works properly with exports from many major 3D apps with proper material file and texture imports, an updated jit.gl.slab object that has some performance improvements, and an active stereo rendering flag for jit.window. For a complete list of bug fixes and updates, hit up Cycling 74

Refresh: Asides

Who are Your Favorite VJs-Visualists We Should Know? -

I’m working on a story now on VJing, and am faced with an issue I’ve had before — which VJs should I mention? There are regularly “top VJ” contests and lists, none of which seem to make complete sense. I’m curious to hear from readers of this site: who are the VJs/visualists, now and through history, to whom you’d refer newcomers to the field? (I have a few ideas of my own, but I’d love to know who your favorites are.)

I’ll definitely work in Nam Jun Paik somehow. But great club VJs count, as well. I’m personally delighted by any medium that can have that kind of range. Thoughts?

Powerful Visuals for Newbies: Your First Shader Tutorial at C74

My First Shader

No, wait! You, too, can do this! Then show everyone your shader code and feel like a bad-ass. Or, better yet, get a GLSL shader code tattoo.

Shaders, snippets of code for processing pixels and 3D points on your 3D card’s GPU, are cool — that much you may know. You may even know that you can use shaders — designed for 3D applications — to perform powerful video-processing tricks, as well, at high speeds, even on a relatively lowly laptop. How to actually build your own — that may be elusive. So, at long last, Cycling ‘74 has published a great, beginner-friendly (even for non-programmers) tutorial on building your own shaders:

Your First Shader

The author is Andrew Benson, who is my hero as far as coming up with great Jitter examples. (Every time I’m looking for some model for a technique I have in mind, I keep stumbling on his sample patches in the Jitter folder and still more in his By the second page, you’re already building your own custom, glitchy visual filters. Great stuff.

Now, of course, this tutorial isn’t limited to users of Max/MSP/Jitter, but Max is really an ideal environment for testing shaders. (It can even work well as a prototype environment before going elsewhere.) This code will work in Processing, though, and I could see using a combination of those two tools (still working on my own workflow there).

We’ll be practicing our shader chops, because there’s definitely a need for more information like this. This sentence says it all: “If you want to learn more, I highly recommend poking around the “jitter-shaders” folder and grabbing the official GLSL specification(PDF) or the GLSL Orange Book.” Good advice, and the example Jitter shaders included with the program will already do a lot of what you’d like need. But, as fair warning, the Orange Book and other official OpenGL documentation can make your head hurt, fast. (There’s a reason “… for Dummies” isn’t on the end of the title.) I still recommend picking up a copy, but there’s definitely a need for at least intermediate documentation. Being something of a dummy myself, I may be able to help.