|
http://www.ciridiom.com/Carvery.html
Card
| Nr. of cards
| Total card cost
| Output FPS, 1080p 50 to 60 conversion
| Output FPS, 1080p slow-mo
| GTX 260
| 1
| $185
| 18
| 19
| GTX 470
| 1
| $350
| 30
| 31
| GTX 470
| 2
| $700
| 42
| 44
| GTX 480
| 1
| $480
| 37
| 39
| GTX 480
| 2
| $960
| 52
| 55 |
4. The Benefits of Frame-Rate Conversion
Video can be understood as a 2D scene in the real world carved into a sequence of slices or frames. These frames are implicitly sampled at a known, regular time interval, and are intended to be played back at a certain number of frames/sec by a display device. However, if they are played back (rendered) at a faster rate, then the action appears faster, but that is a playback artifact, not Pro-Aperty of the video sequence itself.
FRC is the process whereby a sequence of 2D input frames can be used to generate a new sequence of 2D output frames, but with a different time interval between each output frame. As a consequence, if a point in time of a desired output frame does not lie exactly at an input frame time, then a new frame (that never existed in the input sequence) needs to be generated to correspond to that time instant. Objects may have moved from the input frame immediately prior to that time to the input frame immediately following it. Therefore the new frame has to be reconstructed by interpolating where those objects would have appeared had the camera sampled at that same time instant. This type of interpolation requires true frame-to-frame motion estimation on each pixel in the image, so it is very compute-intensive. |
|