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Messages - megapolis

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If you want speed, just go with fastcinemadng.

This won't fix the AF points or help me with other MLV-specific raw fixes though. It's not really a full solution. The only app with the proper raw controls is MLV app. That's where Cuda needs to be added (along other optimizations, let's not put all the blame to the lack of GPU support).

This is not correct. In the Fast CinemaDNG Processor software there is a module to suppress AF points. You just need to close current project and go to Option dialog, choose MLV tab and mark "Fix focus dots". If it doesn't work, please send us your MLV file for evaluation.

Post-processing Workflow / Re: fastcinemadng
« on: May 04, 2020, 08:30:27 PM »
We’ve released Linux version (Ubuntu 18.04, 19.10, 20.04) of Fast CinemaDNG Processor software which is working on NVIDIA GPU. It includes all features which we already have in Windows version, including the following:
1. Smooth RAW Video Player for MLV, DNG, BRAW
2. RAW transforms: MLV to DNG, BRAW to DNG, DNG to DNG
4. Output to authentic Apple ProRes 422 LT, 422, 422 HQ, 4444, 4444 XQ
5. Bad pixels removal, dark frame subtraction, FFC, wavelet-based denoiser
6. Support of DCP and LCP profiles, 1D and 3D LUTs
7. Improved performance for NVIDIA Turing GPUs (RTX series)
8. Interoperability with external FFmpeg

Linux version of Fast CinemaDNG Processor could be downloaded here:

How to install Linux version:
sudo apt install ./fastcinemadng-1.0.10-4_amd64_Ubuntu_18.04.deb

Post-processing Workflow / Re: fastcinemadng
« on: March 17, 2020, 08:00:57 AM »
New features at Fast CinemaDNG Processor software:
1. Improved BRAW processing for BMPCC 4K and 6K
2. Support for Canon CR2 and CR3, Nikon NEF formats

The latest version of Fast CinemaDNG Processor could be downloaded here:

Post-processing Workflow / Re: fastcinemadng
« on: December 06, 2019, 06:51:09 AM »
We’ve released open source project PGM2DNG to transform raw images from PGM format to DNG. You can get more info and source codes at
We need to convert PGM to DNG to be able to process them with our Fast CinemaDNG Processor software. Usually this is the case with machine vision and industrial cameras.

Post-processing Workflow / Re: fastcinemadng
« on: October 16, 2019, 11:54:31 AM »
I can’t really call BRAW to be an open standard. Unfortunately we can’t find BRAW format specification either, we can see just Blackmagic SDK manual, that’s all. The manual doesn’t include that spec, this is the problem.
Sure, you can do a lot with Blackmagic SDK, but you are supposed to work with processed images because Blackmagic has already done decoding and raw processing. This is the idea they are trying to push.
As far as concerns “partially debayered” data, it also sounds strange, because hardware capabilities of BMD cameras just can’t be compared to modern CPU or GPU, so this could hardly be partial debayering. It looks like an approach for specific data representation which is more suitable for fast lossy compression in camera hardware.
If I remember it right, RED has patented in-camera compression with wavelets, so the situation with BMD doesn’t look the same.

Post-processing Workflow / Re: fastcinemadng
« on: October 15, 2019, 03:22:20 PM »
In the latest version of Fast CinemaDNG Processor software we’ve implemented native support of BRAW format from Blackmagic Design. Apart from BRAW Player, there is an option for BRAW export to CinemaDNG. It’s working quite well, but not perfect. To the best of our knowledge, this is the only solution for raw export from BRAW footages. Please download and test the software. Your feedback is welcome.

Post-processing Workflow / Re: fastcinemadng
« on: September 06, 2019, 10:46:45 AM »
We’ve added the following fixes and new features to the Fast CinemaDNG Processor software:

1. Dynamic bad pixel correction on GPU. There is no need to have a list of bad pixel coordinates, the software can find and interpolate bad pixels in realtime at RAW domain. On NVIDIA GeForce GTX 980 we need around 1 ms to remove bad pixels from 12-bit 12-MPix image. We used to have that feature on CPU and now we’ve implemented it on GPU. It’s working with 8-16 bit raw images (bayer and grayscale).
2. Apple licensed their ProRes encoder to us, so we’ve included Apple ProRes support on CPU. Now we can export processed frames to original Apple ProRes 422 LT, 422, 422 HQ, 4444, 4444 XQ. We can offer MLV to ProRes and DNG to ProRes transforms.
3. Motion JPEG output encoding on GPU now is working well with audio.
4. We can store JPEG and TIFF images to SSD in a separate thread after GPU processing, so total processing time is better now.

The latest version of Fast CinemaDNG Processor is here:

Post-processing Workflow / Re: fastcinemadng
« on: July 02, 2019, 09:15:48 PM »
Thanks for your info. At the moment H.264 or ProRes could be added via external FFmpeg only. It’s not really hard. You need to specify output format as FFmpeg and then set correct command line for FFmpeg. Not ideal, but looks acceptable.

Thanks, we will check audio output synchronization for Motion JPEG. It’s also done via FFmpeg.

Focus pixels we are correcting on CPU and you are right that it’s slow. We haven’t finalized the algorithm yet, so we don’t have GPU version.

Currently we are doing Bad Pixel Correction (BPC) on CPU as well. This is adaptive averaging over 5x5 window for RAW data. Within a couple of weeks GPU-based version should be ready. At the moment we are utilizing CPU version for testing.

I think that dynamic BPC is much better than pixel maps. There are different types of bad pixels (hot, dead, bright, etc) which could be seen in different situations. So it’s quite difficult to create precise map for all these cases. There is also image sensor degradation, so we have new bad pixels to come out. Our BPC is working as impulse noise filter and quite often it corrects 5,000-10,000 pixels per 10-20 Mpix image, which we think to be good. We expect that total time for BPC will be really small on GPU, though right now we do that on CPU and it’s slow.

MLV (DNG) playback with audio implies that for a particular audio packet we will process corresponding RAW frame without any delay. This is not always the case even on GPU and this is the reason why we see such jerks. We could probably do some prefetching to fix that issue. Audio doesn’t need a lot of processing and at the second run it should work smoothly.

Post-processing Workflow / Re: fastcinemadng
« on: June 18, 2019, 01:14:22 PM »
Dual ISO feature is very interesting, but I'm not sure that we will be able to implement it soon on GPU. Hopefully, we will release soon some other features like automatic bad pixels correction, defringe and some more.

We are doing quite a lot of other projects with GPU image processing, not only for MLV/DNG. You can see more info here:

Post-processing Workflow / Re: fastcinemadng
« on: May 24, 2019, 09:49:20 PM »
We’ve implemented a new version of dark frame subtraction and flat-field correction in Fast CinemaDNG Processor software. As usual, everything is done on GPU, so it’s quite fast.

We can apply flat-field correction (FFC) and dark frame subtraction by providing two corresponding linear RAW images in PGM or DNG format. To prepare these images from DNG files we can use dng_validate.exe utility from DNG SDK.
This is a command line to get FFC image: dng_validate -16 -2 FFC <path\to\dng>

This will extract 16-bit linear RAW data into FFC.tiff. The FFC and dark frame width and height must be exactly the same as width and height of the processed RAW file. Otherwise the correction will not work.
To supply FFC and dark frame files, click “...” buttons next to “Dark frame” or “FFC frame” field. To temporary disable correction, uncheck “Enable dark frame and flat field correction” check box.
To disable whole FFC and dark frame corrections, uncheck "Dark frame and flat field correction" check box in the application processing options.

The latest version of Fast CinemaDNG Processor is here:

Post-processing Workflow / Re: fastcinemadng
« on: March 30, 2019, 11:57:11 AM »
The latest version of Fast CinemaDNG Processor is here:
Now it's based on CUDA-10, so please update your NVIDIA driver before running the software.

It's not straightforward to port complicated solution from Windows to Linux. We need to port not only GUI, but also full GPU image processing SDK. We are working on that, sorry for the delay.
We do need NVIDIA GPU to offer high performance solution.
Soon we will release new SDK with less requirements for GPU memory, so any NVIDIA GPU will be fine.

I am aware of mlrawreview and fast cinemaDNG process, which is a demo.
Fast CinemaDNG is fully functional player for DNG, CinemaDNG, Blackmagic RAW DNG 3:1 and 4:1, MLV. Trial period is 6 months and you can always download and reinstall the latest version of the player. There are no restrictions for the player.

Could you please send that frame for me as well?

Post-processing Workflow / Re: fastcinemadng
« on: January 22, 2019, 10:44:24 AM »
We will do that as soon as Apple start to work with NVIDIA. For our software we need PC/laptop with NVIDIA GPU.

Post-processing Workflow / Re: fastcinemadng
« on: January 22, 2019, 08:53:59 AM »
We've added dark frame subtraction and flat-field correction to Fast CinemaDNG Processor software. Currently we can use prepared images in PGM format for dark frame and PPM/TIFF for flat-field, GUI for calibration procedures will be added soon.
The latest version is here:
to @bouncyball: we do remember about Linux version, sorry for the delay.

I need to do some clarification here. In Fast CinemaDNG we are using our own CUDA library for image processing, that we've implemented by themselves. Yes, this is quite complicated, but we think it's worth doing.
P.S. Sorry for intrusion. MLVApp is very good application, we have no doubts about that.

Post-processing Workflow / Re: fastcinemadng
« on: November 20, 2018, 01:59:35 PM »
Development of the first stable release of Fast CinemaDNG Processor software is over – version 1.0.0 is ready and it could be downloaded here:

Post-processing Workflow / Re: fastcinemadng
« on: October 23, 2018, 01:24:52 PM »
In the latest release of Fast CinemaDNG Processor we've added new names for denoising algorithms (Raw denoise and RGB denoise), menu for new MLV project and some bug fixes. You can download the latest version from the following link:

Post-processing Workflow / Re: fastcinemadng
« on: October 18, 2018, 05:53:30 PM »
Thanks for your info. Yes, please send me your links to MLVs and screenshots here or to PM, as you like.

First of I cant import anything, when I click to find a file path, be it add files to project or change the 3D Lut Directory the program stops responding and I have to exit. I can basically only choose which features I want, set up the project, go to options and change anything except Path's.

You are right – this is the way to open DNG series from selected folder, but it doesn’t work for MLV files. Usually we drag-n-drop MLV file or folder with DNGs from Windows Explorer to player window of our software. Or you can do right button click on MLV file or on folder with DNGs to load data via context menu. Folder for 3D LUTs is correct and this is the path for 3D LUTs that we supply with our software. You can choose another path to a folder with your 3D LUTs in .cube format.

To get direct comparison between the output of MLV_dump and Fast CinemaDNG, please send us your files. Or you can download MLVs via drag-n-drop, it’s working.

I also think the WB is skewed after exporting DNG, as the shot I am playing with is daylight WB so around 5500, but to get accurate WB I have to push it to 4800k in Resolve. (kinda like MLV App does when viewing MLV's).

When we do DNG export, we don’t change any raw data, WB or color matrixes. Actually we can do that, but we don’t. Please show me your example for checking.

As far as concerns denoising, we apply wavelet-based algorithm. If we say "Raw denoise", it means that it’s applied to raw data. Usual denoiser is also based on wavelets and we apply it to RGB. You are right, RAW Denoiser should be on the left. We will also check the content in the Help for denoising. Thank you.

I’m sorry, noise suppression for a separate raw channel is not working at the moment. Interface for that solution is quite complicated and we haven’t done it yet. The software is ready, but the interface is not. There is also one more opportunity to control raw data by applying raw curves before raw denoising. It’s working.

Raw Spatial Denoising" or "Pre-Debayering Noise reduction".

These names are ok, but they are too long for tabs. We will check what could be done here.

Just a general question. Are there any parameters that will not affect the picture if exporting to DNG? will colour space affect the DNG output? Like MLV App has a bunch of parameters that will not affect the image if exporting to DNG as the output will be RAW, how is it with Fast CinemaDNG? Which parameters if so?

At the moment we export DNGs as is, without any raw transforms, we can just change compression method and we can cut raw image. Though some users ask us to include raw curves and raw denoiser to DNG export pipeline. I think we will do that in the future, it makes sense in some situations.

I have an idea. Why not help the community out with some of your cpu code so we could speed up previewing in Mlv App?
Sorry, this decoder is not open source. Soon we are going to release open source application PGM2DNG to convert raw PGM images to DNG. I will publish the link to github as soon as it’s ready.

BTW as I understand lossless decoding in fastcinemadgn is realized on CPU not GPU? You mentioned somewhere that you reworked the lossless decoding and it is way faster now. Am I correct?
Yes, this is correct, we do decoding on CPU. We’ve implemented our own algorithm to accelerate Lossless JPEG decoder on CPU. You can see more info and decoding benchmarks at

forget fast cdng as it is not for everyone. we need nvidia 6*** series to use fast cdng. it is totally useless for others who dont have nvidia 6 series
Not everyone needs smooth video output. Realtime cdng processing and denoising are not right things either. That's true.

Fast CinemaDNG takes it longer because we also need to allocate GPU memory and this is not fast procedure.

By the way, why wouldn't you add that index to MLV format? Everything is in your hands - just add to MLV specification such a feature at the end of file or you could allocate some space at the header to store offsets for each frame.

Post-processing Workflow / Re: fastcinemadng
« on: September 04, 2018, 12:15:03 PM »
For your suggested workflow we need the following for testing: several MLVs, corresponding proxies, and fcpxml that you got from these proxies. Could you please send us several examples?

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