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Blurred Lines [v0.1f]

This function uses the Difference of Gaussians method for applyingband-pass filters to multi-dimensional arrays. The input array isblurred with two Gaussian kernels of differing sigmas to produce twointermediate, filtered images. The more-blurred image is then subtractedfrom the less-blurred image. The final output image will therefore havehad high-frequency components attenuated by the smaller-sigma Gaussian, andlow frequency components will have been removed due to their presence inthe more-blurred intermediate.

Blurred Lines [v0.1f]

The function refine_lines_gaussian() instead uses an MLE optimization of a Poisson likelihood with a Gaussian expectationto characterize both the expected peak shape and photonic noise of the observed signal, adapted from [MCSF10].For each frame in the kymograph, we fit a small region around the tracked peak to the data by maximizing the following likelihood function:

The number of pixels to be included in the fit is determined by the window argument, with a total size of 2*window+1 pixels.The exact value of this parameter is dependent on the quality of the data and should be balanced between including enough pixels to fullycapture the peak lineshape while avoiding overlap with other traces or spurious high-photon count pixels due to noise or background.The effect of different window sizes are demonstrated in the following figure:

When lines are well separated, it is possible to use a relatively large window and estimate the peak parameters and offset from the fit directly.When this is not the case, one can estimate the offset separately.To do this, crop an area of the Kymograph that only has background in it.Here we crop the kymograph from 14 to 15 seconds and 9 to 14.5 microns:

When an integer is supplied to the bins argument, the full position range is used to calculate the bin edges (this isequivalent to using np.histogram(data, bins=n, range=(0, max_position))). This facilitates comparison of histograms calculatedfrom different kymographs, as the absolute x-scale is dependent on the kymograph acquisition options, rather than the positionsof the tracked lines. Alternatively, it is possible to supply a custom array of bin edges, as demonstrated below:

The second algorithm is an algorithm that looks for curvilinear structures in an image. This method is based on sections1, 2 and 3 from [Ste98]. This method attempts to find lines purely based on the derivatives of theimage. It blurs the image based with a user specified line width and then attempts to find curvilinear sections.

Based on the second derivatives of the blurred image, a Hessian matrix is constructed. This Hessian matrix isdecomposed using an eigenvector decomposition to obtain the perpendicular and tangent directions to the line. To attainsubpixel accuracy, the maximum is computed perpendicular to the line using a local Taylor expansion. This expansionprovides an offset on the pixel position. When this offset falls within the pixel, then this point is considered tobe part of a line. If it falls outside the pixel, then it is not a line.

The normalization constant takes into account the minimum and maximum possible observation times ofa track. Note that when \(t_min=0\) and \(t_max=\infty\), \(N=1\). However, for real experimental data,there are physical limitations on the measurement times (such as pixel integration time). Additionally, the minimum length of tracked lineshere is dependent on the specific input parameters used for the tracking algorithm. Therefore, in order to estimate these bounds,the method uses the shortest track time and the length of the experiment, respectively.

The phi and theta variables represent the spherical coordinates of both points, which are then converted to Cartesian coordinates before pushing the new line into the lines array.

These guidelines continue to be valid, but it is now essential that thestateful connection enforces authentication and session validation withinthe LiveView mount lifecycle because a live_redirect from the clientwill not go through the plug pipeline as a hard-refresh or initial HTTPrender would. This means authentication, authorization, etc that may bedone in the Plug.Conn pipeline must also be performed within theLiveView mount lifecycle.

POSTING THE ENBSERIES BINARY FILES ON NEXUS SITES IS STRICTLY PROHIBITEDDisabled forcing of antialiasing in loading screens. Added color filter parameters for direct light, fog and sky gradients.This version require helper mod to run per weather setups (if not used, then ignore helper mod), download it from link in readme.bFloatPointRenderTarget=1 must be set in SkyrimPrefs.ini file to make this mod work. Start SkyrimLauncher.exe to configure your video options again.Sky lighting to work correctly require rendering objects to shadow, so edit manually following lines in file SkyrimPrefs.ini:bTreesReceiveShadows=1bDrawLandShadows=1bShadowsOnGrass=1This is just the mod with default preset, download customized presets and shaders from the forum or other sites (Nexus).Highly recommended TES Skyrim bug fix of game objects like fire, water particles, doors, vegetables, candles, etc is available here (adsbygoogle = window.adsbygoogle []).push();v0.290: Fixed bug of incorrect colors of some particle type. Added SDK to control parameters of shaders or configuration files.v0.279: Changed ENBoost memory manager by forcing memory statistics of the mod only to reduce issues with bad drivers and software. Changed ssao/ssil code for faster performance on videocards with memory like AMD Fury. Added BruteForce with new hotkey (shift+b) for screen archers. This mode enables very high quality for effects and advanced algorithms, at huge performance cost. Right now only ambient occlusion and indirect lighting is improved only, calculations including self shadowing of these effects. Be careful with it, low quality videocards or overclocked can be corrupted. Added to profiler two variables which show how many valid and invalid textures are loaded by ENBoost memory manager, because invalid textures have much longer loading times and stuttering as result (medium and low texture quality do the same).v0.272: Added long exposure mode to enblocal.ini config file and it's accumulate hdr image data. This mode is useful for making artistic screenshots.v0.269: Various fixes and improvementsv0.266: Removed bloom quality parameter. Added FixLag parameter to enblocal.ini which reduce annoying delays mostly in windowed mode. Reduced video memory usage when some effects are disabled, because it's the reason of low performance with some videocards. Fixed performance drop when terrain parallax is not enabled.v0.265: Added AnchorsAmount*** parameters as mix factors between mist anchors and world center. Temporal antialiasing now capture data from helper plugin to fix bugs at certain places. Forced fps limiter for loading screens to 60 fps. Added parallax for terrain, some vanilla textures already work (alpha channel of diffuse maps is height data for parallax). It's controlled by variable FixParallaxTerrain. Added specular parameters as multipliers to existing for [OBJECT], [VEGETATION] and [EYE] categories of enbseries.ini to control individually, may be useful for wet body mods. Added string variables to shaders for text annotations. Added detailed shadows for hemisphere and spot lights.v0.264: Added alt+f4 key combination to terminate game. Fixed bug with eyes when antialiasing enabled. Added texOriginal for enbeffectprepass.fx shader, which is first input texture. Removed obsolete FixSsaoHairTransparency parameter. Added edge antialiasing for loading screens. Added depth computation for transparent objects to fix depth based artifacts of objects like some hair types, fire and other particles, volumetric fog, mist. Added hack which allow to disable relfection for certain objects, check out HACKS section in description how to use it. Removed ForceFakeVideocard parameter.v0.262: Added distance fade parameter to the mist category. Also rescaled vertical fade of the mist by 0.25. Added EnableTextureAlpha parameter for subsurface scattering effect, it can be modified only manually with game restart. When enabled, alpha channel of sss textures is used to modify subsurface scattering computation radius and amount. Alpha values between 192..255 affect radius by decreasing it up to 4 times, 0..191 values modify amount of subsurface effect. By default alpha is white in textures, so i don't expect any issues with existing body modifications, feel free to modify their sss texture alpha channel, dxt5 format is preffered.v0.261: Added opacity parameters for volumetric fog (by request). Fixed bug with flickering ambient occlusion, image based lighting and subsurface scattering when using camera fly mode console command at some conditions.v0.254: Only bugfixes in this version and ENBoost patch tweaks.v0.252: Tweaked ENBoost memory manager to increase performance when no free video memory available. Parameter ReservedMemorySizeMb now can be modified inside editor in game.v0.251: Added parameters to control mipmapping lod bias. Added texOriginal texture type for effect.txt shaders which is always unchanged first texture, this allow to make some more complex computations. Added text messages on shader compilation errors.v0.250: Changed ENBoost, now it support up to 128 Gb of memory or about 192 when compression enabled, may be this will be useful for the future. Don't forget to update ENBHOST.EXE file. Added mist effect, it may work without helper plugin, but then absolute world positioning will not work, so grab enbhelper from I'll fix all it artifacts in updates. Added anchors editor for mist effect to allow modify vertical offset of the mist in different places. Now the mist (which is fog and haze in same effect) have all required properties and i'm not planning to add new, so feel free to build presets with it. Increased startup performance.v0.246: Added procedural sun to fix pixelization and low precision issues of standart sun. Added CloudsEdgeFadeRange parameter to control sun scattering for clouds and changed it algorithm to not depend from texture of sun. Added Density and SkyColorAmount parameters for volumetric sun rays. Fixed previous bug of procedural sun visibility even when set to zero. Modified method of reading sun visibility for enbsunsprite.fx shader (sun glare effect) to be independent from size of the sun and to work properly with procedural sun, but side effect of these changes is higher intensity of sun glare effect, so rescale it accordinly.v0.245: Added supersampling for ambient occlusions (not editable when game running), it works twice slower and make image four times more clear. Added additional ambient occlusion filter quality modes for very sharp look when supersampling enabled. Removed parameter UseOldType which previously activated very old non optimized ssao type. Fixed bug with twice bigger intensity of image based lighting, so please scale up this effect in your presets, if used. Restored water displacement optimization for AMD users, which had much lower wave aplitude, if it work now, then it was my bug with speedhack. Modified all quality parameters by names, previous "extreme -1" is now named "very high -1" and extreme have value -2, this do not affect anything by performance or quality, so no need to modify anything. Improved performance of ambient occlusions in general and NVidia specific for supersampling mode of this effect. Added ILType parameter to [SSAO_SSIL] category to toggle previous simplified and less noisy method vs proper but noisy (used in versions for other games). Fixed crashes for some users. Added EnableComplexFilter parameter for ambient occlusions to reduce noise.v0.244: Optimized ambient occlusions. Fixed darker textures bug for amd users.v0.243: Added occlusion culling performance optimization which partially work at this moment in exteriors, it can be toggled by new parameter EnableOcclusionCulling in enblocal.ini. Added VSyncSkipNumFrames parameter to enblocal.ini for users with high refresh rate displays who need to limit game performance (game physics work wrong at high fps). Did workaround for AMD driver bug of lower water displacement amplitude compared to NVidia cards, at cost of performance and not working filter quality parameter, but for NVidia users nothing is changed.v0.241: Added volumetric rays. Fixed image based lighting bug and flickering sun, disabled sun drawing below horizon. Added opacity parameter for cloud shadows. Renamed parameter of cloud shadows activation. Added separate parameter for water volumetric shadows. Increased water displacement pefformance. Added parameter DisplacementFilterQuality to control performance of water displacement.v0.240: Added shadows from clouds (can't be enabled in editor while playing, similar to sky lighting).v0.239: Added muddiness control for water. Changed blending of various effects to draw them without affecting transparent objects like smoke, fire and volumetric fog.v0.236: Added volumetric shadows for underwater lighting, fixed incorrect deepness fade factors. Underwater require helper plugin (see readme).v0.235: Added new underwater parameters and effects.v0.234: Tweaked water filter to reduce ssao and other screen effects. Added underwater parameters. Various other changes to water.v0.233: Added water displacement, which is parallax occlusion culling at this moment. Added water lighting and specular from sun control. Removed ForceFakeVideocard mode. Added waves amplitude parameter dependent from weather and time of the day, modified old parallax code.v0.231: Added fake self reflection for water and some minor internal fixes.v0.229: Added parallax for water, it use alpha channel of normal maps, check if your favorite water mod is updated or edit it textures yourself. Did temporary workaround for critical AMD drivers bug when water enabled, at cost of performance of other effects (very noticable with old videocards like gf9600).v0.228: Added water caustics and some other things. Fixed game bug with ibl in water when ambient occlusion disabled.v0.227: Added water category in enbseries.ini. Fixed some particles to allow edit them.v0.226: Added support for external helper plugin which replace helper mod functionality, so per weather setting are now available. Download link in readme file. Fixed distance fog for particles and volumetric fog above mountains, linked background color to fog parameters under [ENVIRONMENT] category of enbseries.ini to reduce graphic artifacts.v0.224: Added parameter of shadow blurring range for interiors and denoiser for ambient occlusions. Fixed parallax for some interiors.v0.223: Added parameter to disable compression of memory manager to reduce stuttering while objects are loading at cost of memory usage. Removed [CAMERAFX] category from enbseries.ini, added [LENS] category and separate enblens.fx shader with enblensmask image. Removed lens reflection code from enbbloom.fx. Added FieldOfView variable to shaders.v0.221: Optimized a little subsurface scattering, added quality options of it (require "save" and then "apply" button to be pressed in editor). Added separate parameters of vanilla subsurface scattering control for eyes only. Removed depth of field fix which added in previous version and which not working for some users.v0.220: Removed most of fixes for subsurface scattering of previous version as they produce artifacs with many modified bodies and some vanilla hairs. Added another fixes instead. Subsurface scattering effect performance increased.v0.219: Did various fixes to graphic bugs of detailed shadows, subsurface scattering, ssao, hairs. Subsurface scattering effect still the same as in previous version, only quality fixes applied.v0.218: Added subsurface scattering effect (new parameters in enbseries.ini), it work only when deffered rendering enabled. I recommed to set SubSurfaceScatteringMultiplier under [OBJECT] category to zero, because that original game SSS. Quality of SSS not yet working, code is not optimized, i'm waiting responses on the forum. Fixed distant foggy objects (at some weathers) by applying fade.v0.217: Added support of shader parameters precision via "UIStep" annotation. Added support of shader techniques names via "UIName" annotations to allow users select shaders. Ask preset makers to adopt their code to new features.v0.215: Moved [FIX] and [ANTIALIASING] categories from enbseries.ini to enblocal.ini. Added parameter EnableSunGlare which toggling enbsunsprite.fx shader functionality. Added EnableTransparencyAA parameter which enable hardware transparency antialiasing for certain types of objects (grass, hairs) when antialiasing enabled in game video options, otherwise it use slower approximation for antialiasing. Added color correction filters (gamma, brightness, contrast, saturation, balance, etc) to enbeffect.fx file with editable variables in editor. Modified edge antialiasing to affect color differencies, not just edges.v0.214: Modified a little memory to increase game stability. Added support of loading images in external shaders via annotations. Removed PhysicsFix.v0.213: Restored memory manager statistics from 0.209-0.211 version, seems it was better for some users. Temporal antialiasing now do not require helper mod (sli/crossfire not supported).v0.212: Removed warning message at start which notify than incompatible software detected, instead stopped all tech support for CTDs (crashes to desktop) and freezes. Modified memory manager, it will free memory automatically when frame rate is low and also long freezes replaced by CTDs. Added parameter FixAliasedTextures to reduce aliasing of snow on mountains and other similar objects. Added EnableSubPixelAA parameter which in this version apply supersampling to specular.v0.211: Replaced protection from crapware by message at start.v0.210: Added protection from crapware.v0.209: Restored memory manager code from 0.207 version, added variable VideoMemorySizeMb.v0.208: Restored almost all memory manager code from 0.201 version.v0.207: Fixed low performance of memory manager for some combinations of hi-end videocards and drivers.v0.206: Improved performance of wrong textures bugfix to reduce stuttering.v0.205: Again tweaks made to dynamic reallocation of memory.v0.204: Another tweaks made to dynamic reallocation of memory. Tried to fix freezes of previous version, hope it work properly now. Fixed parallax or some locations without shadows and sky.v0.202: Improved dynamic reallocation of memory reducing code. I recommend to backup version 0.201 before trying this one, as not yet sure which have less stuttering with memory reducing enabled.v0.201: Added dynamic reallocation to memory reducing code. New parameter DisablePreloadToVRAM allow to skip some issues with loading game when not enough video memory available. Added hotkey to free video memory (by default it's not set, modify [INPUT] category). Memory handling code was updated several times for this version, also in latest update i fixed game bug which happen when incorrect modded textures used, but at cost of lags when cells is loading and longer loading of saved games, may be later i'll reduce it, but without such fix game crashing. Added outlines fix for Real Clouds mod.v0.200: Made first version of memory reducing code for 64-bit systems which allow to use more than

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