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How ‘Dune’ VFX supervisor Paul Lambert invented the Nuke’s Image Based Keyer
So, what is the IBK keyer? The very non-technical answer to that is that the ‘image- based keyer’ is a proprietary keyer in Nuke that typically deals with classic bluescreen or greenscreen plates (that need keying) by recognizing that these plates do not always have uniform color coverage. We’ve all seen uneven blue and greenscreens; that’s one place where the IBK Keyer can come in handy.
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VQGAN + CLIP AI made Music Video for the song Canvas by Resonate
” In this video, I utilized artificial intelligence to generate an animated music video for the song Canvas by Resonate. This tool allows anyone to generate beautiful images using only text as the input. My question was, what if I used song lyrics as input to the AI, can I make perfect music synchronized videos automatically with the push of a button? Let me know how you think the AI did in this visual interpretation of the song.
After getting caught up in the excitement around DALL·E2 (latest and greatest AI system, it’s INSANE), I searched for any way I could use similar image generation for music synchronization. Since DALL·E2 is not available to the public yet, my search led me to VQGAN + CLIP (Vector Quantized Generative Adversarial Network and Contrastive Language–Image Pre-training), before settling more specifically on Disco Diffusion V5.2 Turbo. If you don’t know what any of these words or acronyms mean, don’t worry, I was just as confused when I first started learning about this technology. I believe we’re reaching a turning point where entire industries are about to shift in reaction to this new process (which is essentially magic!).
DoodleChaos”
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AI Models – A walkthrough by Andreas Horn
the 8 most important model types and what they’re actually built to do: ⬇️
1. 𝗟𝗟𝗠 – 𝗟𝗮𝗿𝗴𝗲 𝗟𝗮𝗻𝗴𝘂𝗮𝗴𝗲 𝗠𝗼𝗱𝗲𝗹
→ Your ChatGPT-style model.
Handles text, predicts the next token, and powers 90% of GenAI hype.
🛠 Use case: content, code, convos.
2. 𝗟𝗖𝗠 – 𝗟𝗮𝘁𝗲𝗻𝘁 𝗖𝗼𝗻𝘀𝗶𝘀𝘁𝗲𝗻𝗰𝘆 𝗠𝗼𝗱𝗲𝗹
→ Lightweight, diffusion-style models.
Fast, quantized, and efficient — perfect for real-time or edge deployment.
🛠 Use case: image generation, optimized inference.
3. 𝗟𝗔𝗠 – 𝗟𝗮𝗻𝗴𝘂𝗮𝗴𝗲 𝗔𝗰𝘁𝗶𝗼𝗻 𝗠𝗼𝗱𝗲𝗹
→ Where LLM meets planning.
Adds memory, task breakdown, and intent recognition.
🛠 Use case: AI agents, tool use, step-by-step execution.
4. 𝗠𝗼𝗘 – 𝗠𝗶𝘅𝘁𝘂𝗿𝗲 𝗼𝗳 𝗘𝘅𝗽𝗲𝗿𝘁𝘀
→ One model, many minds.
Routes input to the right “expert” model slice — dynamic, scalable, efficient.
🛠 Use case: high-performance model serving at low compute cost.
5. 𝗩𝗟𝗠 – 𝗩𝗶𝘀𝗶𝗼𝗻 𝗟𝗮𝗻𝗴𝘂𝗮𝗴𝗲 𝗠𝗼𝗱𝗲𝗹
→ Multimodal beast.
Combines image + text understanding via shared embeddings.
🛠 Use case: Gemini, GPT-4o, search, robotics, assistive tech.
6. 𝗦𝗟𝗠 – 𝗦𝗺𝗮𝗹𝗹 𝗟𝗮𝗻𝗴𝘂𝗮𝗴𝗲 𝗠𝗼𝗱𝗲𝗹
→ Tiny but mighty.
Designed for edge use, fast inference, low latency, efficient memory.
🛠 Use case: on-device AI, chatbots, privacy-first GenAI.
7. 𝗠𝗟𝗠 – 𝗠𝗮𝘀𝗸𝗲𝗱 𝗟𝗮𝗻𝗴𝘂𝗮𝗴𝗲 𝗠𝗼𝗱𝗲𝗹
→ The OG foundation model.
Predicts masked tokens using bidirectional context.
🛠 Use case: search, classification, embeddings, pretraining.
8. 𝗦𝗔𝗠 – 𝗦𝗲𝗴𝗺𝗲𝗻𝘁 𝗔𝗻𝘆𝘁𝗵𝗶𝗻𝗴 𝗠𝗼𝗱𝗲𝗹
→ Vision model for pixel-level understanding.
Highlights, segments, and understands *everything* in an image.
🛠 Use case: medical imaging, AR, robotics, visual agents.
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Photography basics: Shutter angle and shutter speed and motion blur
http://www.shutterangle.com/2012/cinematic-look-frame-rate-shutter-speed/
https://www.cinema5d.com/global-vs-rolling-shutter/
https://www.wikihow.com/Choose-a-Camera-Shutter-Speed
https://www.provideocoalition.com/shutter-speed-vs-shutter-angle/
Shutter is the device that controls the amount of light through a lens. Basically in general it controls the amount of time a film is exposed.
Shutter speed is how long this device is open for, which also defines motion blur… the longer it stays open the blurrier the image captured.
The number refers to the amount of light actually allowed through.
As a reference, shooting at 24fps, at 180 shutter angle or 1/48th of shutter speed (0.0208 exposure time) will produce motion blur which is similar to what we perceive at naked eye
Talked of as in (shutter) angles, for historical reasons, as the original exposure mechanism was controlled through a pie shaped mirror in front of the lens.
A shutter of 180 degrees is blocking/allowing light for half circle. (half blocked, half open). 270 degrees is one quarter pie shaped, which would allow for a higher exposure time (3 quarter pie open, vs one quarter closed) 90 degrees is three quarter pie shaped, which would allow for a lower exposure (one quarter open, three quarters closed)
The shutter angle can be converted back and fort with shutter speed with the following formulas:
https://www.provideocoalition.com/shutter-speed-vs-shutter-angle/shutter angle =
(360 * fps) * (1/shutter speed)
or
(360 * fps) / shutter speedshutter speed =
(360 * fps) * (1/shutter angle)
or
(360 * fps) / shutter angleFor example here is a chart from shutter angle to shutter speed at 24 fps:
270 = 1/32
180 = 1/48
172.8 = 1/50
144 = 1/60
90 = 1/96
72 = 1/120
45 = 1/198
22.5 = 1/348
11 = 1/696
8.6 = 1/1000The above is basically the relation between the way a video camera calculates shutter (fractions of a second) and the way a film camera calculates shutter (in degrees).
Smaller shutter angles show strobing artifacts. As the camera only ever sees at least half of the time (for a typical 180 degree shutter). Due to being obscured by the shutter during that period, it doesn’t capture the scene continuously.
This means that fast moving objects, and especially objects moving across the frame, will exhibit jerky movement. This is called strobing. The defect is also very noticeable during pans. Smaller shutter angles (shorter exposure) exhibit more pronounced strobing effects.
Larger shutter angles show more motion blur. As the longer exposure captures more motion.
Note that in 3D you want to first sum the total of the shutter open and shutter close values, than compare that to the shutter angle aperture, ie:
shutter open -0.0625
shutter close 0.0625
Total shutter = 0.0625+0.0625 = 0.125
Shutter angle = 360*0.125 = 45shutter open -0.125
shutter close 0.125
Total shutter = 0.125+0.125 = 0.25
Shutter angle = 360*0.25 = 90shutter open -0.25
shutter close 0.25
Total shutter = 0.25+0.25 = 0.5
Shutter angle = 360*0.5 = 180shutter open -0.375
shutter close 0.375
Total shutter = 0.375+0.375 = 0.75
Shutter angle = 360*0.75 = 270Faster frame rates can resolve both these issues.