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address review: smoothing radius covers every supported Smoothness (1000%, Smooth More, 240 fps); a frames x radius work cap bounds planning
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@@ -440,7 +440,11 @@ fn remove_scale(b: &Homography, c: [f64; 2]) -> Homography {
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Homography::scale_about(1.0 / s, p0).then_after(b)
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}
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const MAX_SMOOTH_RADIUS: usize = 1024;
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/// Widest window: 3 sigma of the largest Smoothness (1000%) with Smooth More at its maximum, at 240 fps.
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const MAX_SMOOTH_RADIUS: usize = 8640;
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/// Most window taps (frames x radius) one smoothing pass does; past it the window narrows so planning
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/// stays bounded (an hour at 60 fps with the widest setting is about 4.7e8).
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const MAX_SMOOTH_WORK: usize = 1 << 30;
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/// Corrective transforms (source → stabilized, before framing) for every frame.
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pub fn corrections(a: &WarpAnalysis, s: &StabSettings) -> Vec<Homography> {
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@@ -472,9 +476,8 @@ pub fn corrections(a: &WarpAnalysis, s: &StabSettings) -> Vec<Homography> {
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}
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StabResult::SmoothMotion => {
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let sigma = s.sigma();
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// The window grows with the stored fps; capped (3 sigma of the widest setting at 240 fps
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// is under 900 frames) so planning stays linear in the frame count.
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let rad = ((3.0 * sigma).ceil() as usize).min(n.saturating_sub(1)).min(MAX_SMOOTH_RADIUS);
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// 3 sigma covers every supported setting; the work cap only bites on extreme frame counts.
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let rad = (((3.0 * sigma).ceil() as usize).min(MAX_SMOOTH_RADIUS)).min(n.saturating_sub(1)).min(MAX_SMOOTH_WORK / n);
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for t in 0..n {
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if sigma < 0.3 || rad == 0 {
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out.push(Homography::IDENTITY);
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@@ -720,16 +723,16 @@ mod tests {
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#[test]
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fn a_huge_stored_fps_does_not_widen_the_smoothing_window_past_the_cap() {
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let (a, _) = shaky(3000);
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let (a, _) = shaky(9500);
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let s = StabSettings { fps: 1e9, preserve_scale: false, ..Default::default() };
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// Window 1024 each side: one frame is smoothed over at most 2049 frames, not all 3000.
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// Window 8640 each side: one frame is smoothed over at most 17281 frames, not all 9500.
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let c = corrections(&a, &s);
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assert_eq!(c.len(), 3000);
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assert_eq!(c.len(), 9500);
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assert!(c.iter().all(|h| h.0.iter().flatten().all(|v| v.is_finite())));
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// A jump at frame 2900 is outside frame 0's window (frames 0..=1024): its correction is
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// A jump at frame 9400 is outside frame 0's window (frames 0..=8640): its correction is
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// unchanged. Smoothing over the whole clip would move it.
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let (mut jumped, _) = shaky(3000);
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let f = &mut jumped.frames[2900];
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let (mut jumped, _) = shaky(9500);
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let f = &mut jumped.frames[9400];
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f.t[0] += 80.0;
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f.s[2] += 80.0;
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f.h[2] += 80.0;
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@@ -738,11 +741,27 @@ mod tests {
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assert!((x - y).abs() < 1e-9, "{x} vs {y}");
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}
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assert!(
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c[2999].0.iter().flatten().zip(c2[2999].0.iter().flatten()).any(|(x, y)| (x - y).abs() > 1e-6),
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c[9499].0.iter().flatten().zip(c2[9499].0.iter().flatten()).any(|(x, y)| (x - y).abs() > 1e-6),
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"the jump does move frames whose window holds it"
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);
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}
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#[test]
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fn the_widest_supported_smoothness_keeps_its_full_window() {
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// 1000% Smoothness, Smooth More at its maximum, 60 fps: sigma 720 frames, radius 2160.
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let s = StabSettings { smoothness: 1000.0, crop_less_smooth_more: 100.0, fps: 60.0, preserve_scale: false, ..Default::default() };
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let (a, _) = shaky(3000);
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let c = corrections(&a, &s);
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let (mut jumped, _) = shaky(3000);
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let f = &mut jumped.frames[2000];
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f.t[0] += 80.0;
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f.s[2] += 80.0;
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f.h[2] += 80.0;
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let c2 = corrections(&jumped, &s);
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// Frame 0 sees a jump 2000 frames away (the old 1024-frame cap could not).
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assert!(c[0].0.iter().flatten().zip(c2[0].0.iter().flatten()).any(|(x, y)| (x - y).abs() > 1e-9));
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}
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#[test]
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fn smoothing_removes_jitter_and_no_motion_locks() {
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let (a, path) = shaky(90);
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