Log- Cubic Method for Generation of Soil Particle Size Distribution Curve. State Key Laboratory of Hydroscience and Engineering, Tsinghua University, Beijing 1. China. 2Department of Hydraulic Engineering, Tsinghua University, Beijing 1. China. Copyright . This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Particle size distribution (PSD) is a fundamental physical property of soils. Traditionally, the PSD curve was generated by hand from limited data of particle size analysis, which is subjective and may lead to significant uncertainty in the freehand PSD curve and graphically estimated cumulative particle percentages. To overcome these problems, a log- cubic method was proposed for the generation of PSD curve based on a monotone piecewise cubic interpolation method. The log- cubic method and commonly used log- linear and log- spline methods were evaluated by the leave- one- out cross- validation method for 3. UNSODA database. Mean error and root mean square error of the cross- validation show that the log- cubic method outperforms two other methods. This Program takes the coefficients (a,b,c) of a quadratic equation axWhat is more important, PSD curve generated by the log- cubic method meets essential requirements of a PSD curve, that is, passing through all measured data and being both smooth and monotone. The proposed log- cubic method provides an objective and reliable way to generate a PSD curve from limited soil particle analysis data. This method and the generated PSD curve can be used in the conversion of different soil texture schemes, assessment of grading pattern, and estimation of soil hydraulic parameters and erodibility factor. Introduction. Particle size distribution (PSD) is a fundamental physical property of soils, which can be described by the PSD curve of cumulative particle percentage versus logarithm of particle size. The PSD curve provides detailed information about the soil, such as grading pattern and the sand, silt, and clay fractions to determine the soil textural classes .
It is also useful for the conversion of different soil texture schemes . What is more, these textural fractions are more readily available from particle size analysis or existing soil database, so they are usually taken as main inputs to estimate other soil properties difficult to obtain, such as hydraulic properties . Traditionally, these limited data were plotted on semilogarithmic coordinates, and then these points were smoothly connected by hand to generate a smooth and monotone PSD curve. After the generation of a PSD curve, cumulative percentage at unmeasured size and characteristic particle size corresponding to specified cumulative percentage can be estimated from the curve graphically. However, the previous processes are subjective, which may lead to significant uncertainty in the freehand PSD curve and graphically estimated cumulative particle percentage and characteristic particle size . To overcome the subjectivity of freehand PSD curve, regression and interpolation methods and similarity procedure had been used to estimate cumulative particle percentages at unmeasured particle sizes. Regression method was used to fit the PSD curve with various empirical formulae . These empirical PSD curves can represent the trend of cumulative percentage varying with particle size and can be used in the estimation of soil hydraulic properties . However, the fitted empirical curves may not be flexible enough to depict PSD of diverse soil types. Besides, they usually do not pass through measured data, which is not in accord with the essential requirement of a PSD curve. The similarity procedure to estimate cumulative percentage at specified unmeasured size of a soil sample is based on the similarity of PSD between soil under consideration and an external reference data set . Therefore, this procedure is not suitable for the generation of a continuous PSD curve. Besides, because a large external reference data set is required to find soils with similar PSDs, this procedure was not often used due to the lack of appropriate reference data set. Interpolation method was also used to approximate the PSD with a function passing through measured data, which is similar to artificially plotted PSD curve. Main methods for the interpolation of PSD curves include the log- linear interpolation . The log- linear interpolation curve can ensure the monotonicity of the PSD curve, but it is not smooth. The cubic spline is smooth, but it is monotone only in specified conditions of measured data . In some cases, cubic spline may produce impractical results, which can be overcome by modifying impractical results with regression analysis results or dividing the whole range of particle size into two segments and constructing a spline for each segment . Although C, C++, Java, and Fortran are well-established programming languages, the relatively new C# is much easier to use for solving complex scientific and engineering problems. Numerical Methods, Algorithms and Tools in C#. I am interested in using cubic splines to do data interpolation and extrapolation in Excel 2010. I have heard of the add-on package xlxtrfun, however it apparently is not compatible with Excel 2010. However, these modifications may be only applicable to specific conditions. It is still necessary to find a simple and reliable method to generate a PSD curve from limited data. The main purpose of this study was to propose a log- cubic method to generate the PSD curve from limited soil particle analysis data, which is based on a monotone piecewise cubic interpolation method . This method was evaluated with the leave- one- out cross- validation method for 3. UNSODA database . Materials and Methods. The Log- Cubic Method. Generally, cumulative particle percentages are available for limited sizes from soil particle size analysis. Suppose that points, (), , were available, where is the cumulative particle percentage corresponding to particle size . Since a PSD curve is both smooth and monotone, it can be approximated with the monotone piecewise cubic interpolation method . Considering that the particle size covers several orders of magnitude and the PSD curve is plotted on semilogarithmic coordinates, the logarithm of particle size () was used in the interpolation. Similar to the log- linear method, the proposed method was named as the log- cubic method. The log- cubic interpolation function, , is composed of cubic polynomial segments defined in particle size intervals , , which can be described by (1) and (2). The slope at a knot can be estimated from the lengths and the first divided differences of two adjacent intervals . This interpolation method has been used in several fields of soil and agricultural sciences . The log- linear interpolation function for PSD can be described by (3). The log- spline method for PSD is based on the cubic spline interpolation of versus , which can be described by (4). Evaluation of the Log- Cubic, Log- Linear, and Log- Spline Methods. A leave- one- out cross- validation method was performed to assess the performance of the log- cubic, log- linear, and log- spline methods, using particle size data extracted from UNSODA database . Considering the boundary effect of interpolation, data of the first two and last two particle sizes were not left out in the validation process. Interpolated values were compared with omitted measured values to calculate the mean error (ME) and root mean square error (RMSE) with (6), which were then used to assess the performance of interpolation methods. Considering data requirement for interpolation and cross- validation, soils with five or more particle size grades. As a result, 3. 94 soil samples were available from the UNSODA database . The particle size distribution of these 3. Figure 1). Figure 1: Textural composition of 3. Generation of the PSD Curve. Once the interpolation method for the PSD curve was chosen, the PSD curve can be generated automatically from measured data, , , with the following procedure.(1)Determination of particle sizes for interpolation. Each particle size interval, , , is divided into subintervals with the endpoints defined in (7). Consequently, points are used for interpolation. To guarantee the smoothness of the PSD curve, should not be less than 5. Interpolation of cumulative particle percentages () corresponding to from measured data using an appropriate interpolation method.(3)Plot points for measured particle size analysis data, , , in a semilogarithmic coordinates.(4)Connect interpolated points, , , , with line segments in succession in the same semilogarithmic coordinates. Results and Discussion. Evaluation of Interpolation Methods. The monotonicity and the smoothness are essential requirements of PSD curves. From the principles of three interpolation methods, the log- linear method can guarantee the monotonicity of interpolated PSD curve, the log- spline method can guarantee the smoothness of interpolated PSD curve, while the log- cubic method can guarantee both the monotonicity and the smoothness of interpolated PSD curve. Therefore, the log- cubic method is essentially superior to log- linear and log- spline methods. The log- linear, log- spline, and log- cubic methods were evaluated by the leave- one- out cross- validation method for 3. UNSODA database . Average values of ME of these three methods are . Average values of RMSE are 8. ME and RMSE deciles of these three methods are shown in Figure 2. The results show that most of the ME deciles of the log- cubic method are more close to the perfect value of 0 than those of log- linear and log- spline methods. As far as ME is concerned, the log- cubic method outperforms the log- linear and log- spline methods for 7. On the other hand, RMSE deciles of the log- cubic method are all less than those of the log- linear method and less than or slightly greater than those of the log- spline method. As far as RMSE is concerned, the log- cubic method outperforms the log- linear and log- spline methods for 9. Therefore, the log- cubic method is superior to the log- linear and log- spline methods for interpolating PSDs. Figure 2: ME (a) and RMSE (b) deciles of the log- linear, log- spline, and log- cubic methods. Zoom An Image With Different Interpolation Types. Implementation of different interpolations. Displaying a texture in the same size requires copying all texels (texture units) to output pixels. If we want to create a large image from a small texture, Open. GL has to create many intermediate pixels. This process of creating intermediate pixels is called as Interpolation. Open. GL provides two interpolation methods to create a large texture image. In addition to Open. GL interpolation types, here different versions of Bi- Cubic interpolation are implemented in pixel shaders. Bi- Cubic interpolation can provide good quality image on creating large image from small textures. Screenshot of Zoom. Interpolation Application. Small area of flower is zoomed with different interpolations. Different versions of interpolation have quality difference. Details of different interpolations are explained in the below sections. Zoom. Interpolation creates zoomed image with different interpolation types. Open. GL provides a Bi- Linear interpolation at its maximum. When zooming a very small texture area to large area, Bi- Linear provides a less quality. Bi- Linear interpolation creates an intermediate pixel with the help of nearest 4 pixels. Bi- Cubic interpolation, a high quality version, creates an intermediate pixel with the help of nearest 1. In the nearest interpolation, intermediate pixels are created with the nearest valid pixel. This kind of interpolated images are blocky since same data is copied to intermediate pixels. Below image is created through Open. GL GL. Edge of the flower seems to be a . We can remove this stair case through better interpolation methods. Interpolation with GL. We can use following code to achieve nearest interpolation in Open. GL fixed function pipeline. It interpolates nearest 4 pixels. Therefore it is called Bi- Linear interpolation. Details of Bi- Linear interpolation is explained in GLSL Bi- Linear section. The following image is created with GL. But we can see a shade of yellow and green through the edge of flower, and a small . Interpolation with GL. The following code can be used to achieve Bi- Linear interpolation in Open. GL fixed function pipeline. When zooming a very small region of a texture, we can see some blocky edges in the output image. The first step to create a better interpolation method is to create Bi- Linear interpolation (which is the same as that of GL. But we prepare a pixel shader with Bi- Linear interpolation). We can improve the quality of Bi- Linear and get a better quality image. A pixel shader is a program which will execute for each pixels of a rendering. More details of Pixel Shaders are available here or here. Bi- Linear Shader Implementation In Bi- Linear interpolation, the nearest four pixels are considered to create an intermediate pixel. From the above figure, an intermediate pixel F(p’,q’) is created by interpolating nearest four texels F(p,q), F(p,q+1), F(p+1,q), F(p+1,q+1). Texel is the term used to indicate an element in a texture (similar to a pixel in screen) . Initially two texels in top row and bottom row are interpolated with linear interpolation. Then interpolated pixels of top row and bottom row are also linearly interpolated. Explanation with code will help to understand the above description. An interpolation factor a, is used in X direction to interpolate F(p,q) and F(p,q+1) as follows: F(p’’) = (1. F(p,q) + a * F(p+1, q) F(p+1’’) = (1. F(p,q+1) + a * F(p+1, q+1) An interpolation factor b, is used in Y direction to interpolate F(p’’) and F(p+1’’) as follows: F(p’,q’) = (1. F(p’’) + b * F(p+1’’) Corresponding GLSL shader code. In this method, the nearest 1. F(p’q’). Therefore the output image quality will increase. In the below figure, an intermediate pixel F(p'q'). Details of this interpolation is explained with the help of code and necessary equations. The following equation . First two sigma(S) are appeared as 2 for loops in the shader code. Where F(p+m,q+n) indicates texel data at location (p+m, q+n). Rc() denotes a Bi- Cubic interpolation function such as a BSpline, Traingular, Bell cubic interpolation function. In this sample, I just use a Triangular, Bell, and B- Spline, and Cat. Mull- Rom interpolation function. Following is a GLSL shader code for Bi- Cubic Interpolation: vec. Bi. Cubic( sampler. D texture. Sampler, vec. Tex. Coord ). . Nearest 1. In the above Bi. Cubic() function Triangular() is used to get an interpolation factor. Different versions of Bi- Cubic interpolation. When plotting values from Triangular(), we will get the below image in a triangle form: From plotting of triangular function, left most value of X axis is - 2 and right most value of X axis is +2. Triangular(x) is plotted in Y direction. It indicates Triangular function returns lower value for a high input and high value for a low input. For each iteration in Bi. Cubic(), return value of Triangular() is multiplied with current data. In effect, an intermediate pixel is created by interpolating nearest 1. The weightage will be high for nearest pixels, and low for far pixels. The output image of Triangular Bi- Cubic is smoother than Bi- Linear. Triangular function is a simple Bi- Cubic function, as defined in the following equation: Here, the return value of R(x) is x+1 when x is between - 1 and 0, and return value is x+1 when x is between 0 and 1. The following pseudo code gives more idea of triangular function. This function provides a low value for high input and a high value for a low input. Triangular(x) is plotted in Y direction. The following code is used in GLSL shader for Triangular Bi- Cubic implementation. When comparing Bi- Cubic Triangular image with Bi- Linear image, the quality of image is increased. But Triangular creates a blurred effect and all edges are smoothen. The reason of this blurred edge is weight returned from Triangular() for near and far texel. If weight of near texel is high and far texel is very low, then Bi- Cubic interpolation can achieve smooth edges. Another Bi- Cubic interpolation function which creates a bell shaped (nearest values. The above equation has three conditions to create the following curve. The corresponding code is implemented in Bell. Func(). If we plot the input values from - 2 to +2 of Bell. Func() in a graph, we will get the following curve. Where X direction contains x provided to Bell. Func and Y direction is corresponding return value. The above diagram indicates when x is high, Bell. Func(x) is very low, therefore far data of an intermediate texel gets very low weight. For nearest texel Bell. Func(x) is high and gets a high weight. The following code is used in GLSL shader for Bell shaped Bi- Cubic implementation. When comparing Bi- Cubic Bell shaped with B spline, interpolated image is smooth and edges are more clear. The below equation is used to create BSpline() function. The code of this equation is implemented in BSpline() function. The above diagram is the output of BSpline() function. BSpline(x) is plotted in Y direction. It indicates when x is high, BSpline(x) is very low and therefore far data of an intermediate texel gets very lower weight. When comparing to Bell shaped wave, values in far range (near - 2 and +2) are very low. Therefore, the final output image is also smoother than Bell Bi- Cubic interpolated image. The following code is used in GLSL shader for BSpline implementation. All above Bi- Cubic methods creates a blurred(or smooth) effect. After applying the above interpolation methods, the edges of image become smooth. This method(Cat. Mull- Rom method) preserves edges of image. The following equation is used to create Cat. Mull. Rom() function, which is used in GLSL shader for Cat. Mull. Rom interpolation. This equation is available in Reconstruction Filters in Computer Graphics . If we replace B with 0. C with 0. 5, this equation provides Cat. Mul- Rom interpolation values. The following code is used in GLSL shader for Cat. Mul- Rom implementation. Here very near data gets high weight to multiply, but far data gets negative value. Therefore, the effect of far data will be removed in the intermediate pixel. Zoom. Interpolation is an application created to demonstrate different interpolation methods. On startup, it creates a texture with a bitmap . BMPLoader BMPLoad. Obj; BYTE* pby. Data = 0. BMPLoad. Obj. Load. BMP( IDB. Two viewports are used for displaying actual image and zoomed image. A red rectangle indicates zoomed image. Small area of image is selected for texture mapping and displayed to screen. The following code is used to draw the actual image with a RED rectangle indicating zoomed image area. First one displays zoomed image, and second display is a miniature of actual image. Pan operation When mouse clicks on zoomed image and pans, the texture mapping region changes with respect to mouse move and it creates a pan effect. Zoom and Un. Zoom When Mouse scrolls, the zoom/unzoom is implemented by increasing or decreasing the texture mapping area. CZoom. Interpolation. Dlg: :Handle. Zoom() handles zoom and unzoom. Two buttons “Zoom+” and “Zoom- “ are also added to increase zoom or decrease zoom. Loading new Image. A button “Load Image” is available to load an image file from your machine. The image area is created in an aspect ratio of 4: 3. Therefore input image is expected in an aspect ratio of 4: 3 for better quality. Otherwise stretched/skewed image will be displayed. BMPLoader class is used to retrieve RGB data from bitmap with the help of Gdi+ library. This class supports different image extensions such as . Save operation is also supported in . Pixel information is read from the rendering window, and saved to a BMP file using BMPLoader class. The following code is used to retrieve pixel information from rendering area, and to save as a bmp file. Triangular, Bell, and BSpline are plotted with the same code of GLSL shader code. This plotting shows minimum and maximum values in X, and Y direction. This graphical representation helps to identify the weight applied to nearest pixels and far pixels.
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WikIkariam, the Ikariam wiki, is a community site that anyone can contribute to, discover, share and add your knowledge, about 'Ikariam' a browser based. In timpul instalarii VSDC Free Video Editor va cere sa instalati si alte programe de publicitate. Daca nu doriti aceste programe alegeti instalarea personalizata si faceti click de mai multe ori pe nu. Programul functioneaza foarte bine si fara aceste adware. Download VSDC Free Video Editor. VDM (Virtual. Dub. Mod)Este un program gratuit si open source pentru captura si modificare video. Permite sa taiati sau sa uniti bucati dintr- un video, sa extrageti partea audio dintr- un film/videoclip, sa aplicati filtre si efecte sau sa schimbati rezolutia unui videoclip. Din pacate nu mai este actualizat de cativa ani, dar oricum functioneaza perfect si este inca foarte pretuit de catre utilizatori. Download Virtual. Dub. Mod. Program de editat video: Avidemux. Avidemux este un editor video conceput pentru a efectua modificari simple, cum ar fi taierea, unirea, filtrarea si codarea clipurilor video. Selena Gomez: Selena Gomez 2009: Date personale; Nume la na A comprehensive website providing links to Haitian Chat, Forum, Classifieds, calendar, news, sports, free email, celebrating the Haitian American Familys strength.! Este compatibil cu majoritatea formatelor video (AVI, MPEG, MP4, DVD, ASF) si poate fi folosit destul de usor chiar si de catre utilizatorii neexperimentati. Pune la dispozitie foarte multe filtre care permit aplicarea de efecte speciale cu parametri personalizabili. Majoritatea codecurilor sunt incluse in program, astfel nu trebuie sa le cautati prin alte parti. Cu Avidemux puteti si sa convertiti un DVD in Divx si un video in format Divx in DVD. Download Avidemux. Windows Live Movie Maker. Este unul dintre cele mai bune programe de editat video, gratuit pentru sistemul de operare Windows. Interfata grafica este foarte intuitiva si simpla, facand- ul programul ideal pentru cei mai inexperti. Permite sa taiati, sa uniti si sa modificati fisiere video cu o serie de filtre si efecte care vor transforma orice video amatorial intr- un video profesional. Face parte din pachetul de aplicatii gratuite Windows Live Essentials si permite sa publicati clipurile video modificate direct pe internet (pe You. Tube si Facebook) imediat dupa salvare, fara sa mai folositi browser- ul. Din pacate nu este compatibil cu Windows XP. Download Windows Live Movie Maker. Video. Pad Video Editor free. Videopad este un program gratuit de modificat video, bogat in optiuni, conceput pentru a fi simplu si intuitiv. Permite taierea de bucati dintr- un video, unirea a mai multor clipuri video cu efecte de tranzitie intre acestea si adaugarea unui track audio sau inregistrarea vocii intr- un fisier video (optiune foarte utila daca doriti sa realizati un tutorial video). Interfata grafica este simpla si intuitiva. Suporta aproape toate formatele video/audio si permite captura video direct de la camere video DV/VHS sau de la webcam, care apoi sunt incarcate direct in proiect. Download Video. Pad. Program de modificat video: AVS Video Editor. AVS Video Editor este solutia ideala pentru cine cauta un program de editat video profesional, dar nu doreste sa cheltuie bani pe programe profesionale foarte scumpe. Pune la dispozitie o serie de filtre si instrumente care permit sa uniti mai multe fisiere video, sa taiati bucati dintr- un video, sa aplicati efecte speciale, sa adaugati text pe video sau subtitrari, sa capturati video de pe ecran (ideal pentru cine doreste sa creeze un videotutorial) si multe altele. Suporta majoritatea formatelor video in intrare si in iesire, printre care HD Video (inc. Blu- ray video, AVCHD, MPEG- 2 HD and WMV HD), AVI (Div. X, Xvid, etc.), DV AVI, MP4, 3. GP, MPG, DVD, etc. Din pacate AVS Video Editor nu este gratuit, dar se poate folosi pe o perioada de 3. Download AVS Video Editor. Diaporama. Este un program gratuit si open source care permite crearea de clipuri video din poze si/sau video adaugand muzica pe fundal. Este foarte bogat in optiuni si efecte de tranzitie intre poze si in ciuda numarului mare de optiuni programul este foarte usor de folosit. In cateva minute reusiti sa creati filmulete cu efecte speciale destul de complexe (aici gasiti alte programe de facut video din poze cu muzica). Download ff. Diaporama. Program de editat video: Wondershare Video Editor. Wondershare Video Editor este un program de modificat video foarte simplu de folosit si compatibil cu majoritatea formatelor video. Include numeroase efecte de tranzitie, filtre pentru personalizarea imaginilor, functii pentru unire, taiere sau decupare si animatii . Folosirea este foarte simpla si intuitiva, nici cei mai nepriceputi utilizatori nu cred ca vor intalni dificultati la folosirea acestui software. Clipurile video create cu acest software de editat video se pot salva pe PC in numeroase formate, se pot converti pentru diferite dispozitive mobile (i. Phone, PSP, etc.) sau se pot distribui online pe You. Tube sau Facebook. Din pacate programul nu este gratuit, dar puteti sa testati toate functiile pentru o perioada de 3. Este disponibil pentru Windows si Mac OS X. Download Wondershare Video Editor. Program de taiat parti dintr- un videoclip: Free Video Dub. Free Video Dub este un program cu care puteti sa taiati partile nedorite din videoclipuri, fara recodarea acestora. Asta inseamna ca programul pastreaza calitatea originala a videoclipului si elimina doar partile selectate, rapid si usor. Folosirea este foarte simpla: trebuie sa incarcati fisierul video in program, stabiliti inceputul si punctul final a partii nedorite din videoclip, stergeti si apasati pe . Videoclipul astfel editat va fi salvat intr- un fisier nou. La prima vedere programul apare ca o versiune simplificata a programelor Avidemux sau VDM, la care le- au fost eliminate toate functiile de editare in afara de cea pentru taiere. Deci, Free Video Dub este recomandat acelor utilizatori care cauta doar un simplu program de taiat parti din video, fara sa fie incurcat de alte optiuni. Download Free Video Dub. Program de unit videoclipuri: Free Video Joiner. Free Video Joiner nu este un program de editat video, dar permite foarte usor sa uniti doua sau mai multe clipuri video intr- un singur fisier. Pentru cine cauta un simplu program de unit video gratuit este software- ul ideal. Suporta toate principalele formate video, printre care AVI (Divx,Xvi. D,MPEG4), WMV, MPEG (MPEG1 si MPEG2), MP4, MOV, DVD si VCD. Fisierele video pe care doriti sa le uniti pot avea rezolutie si format diferit. Download Free Video Joiner. Machete Video Editor Lite. Machete Video Editor Lite este un program de editat video gratuit, care permite foarte usor si rapid sa taiati, copiati, mutati, mixati si sa uniti videoclipuri. Un exemplu in care acest program devine util este cand doriti sa eliminati publicitatea dintr- un film inregistrat de la televizor. Programul suporta doar fisiere video in format AVI (divx, xvid) si WMV. In plus, programul permite cu doar un click sa salvati cadre din video in format BMP, PNG si JPEG. Download Machete Video Editor Lite. Alte programe de editat video gratis: Wax: este un software care permite sa adaugati diferite efecte speciale 3. D videoclipurilor voastre, cum ar fi de exemplu text/subtitluri care se misca, efecte chroma key sau sa simulati fenomene naturale cum ar fi ploaie, ceata, foc, fum, etc. De asemenea, se pot executa si operatii de morphing si warping, adica efecte de metamorfoza sau distorsiuni in miscare. Programul se poate folosi singur, in modalitate standalone, sau ca plugin pentru programele profesionale Adobe Premiere si Sony Vegas. Wax nu este un program usor de folosit, mai ales daca sunteti incepatori in ceea ce priveste editarea fisierelor video, deci va sfatuiesc mai intai sa cititi diferitele instructiuni si sa vedeti tutorialele video prezente pe site, incepand cu acesta. Wax este gratuit si pentru uz profesional, nu doar personal. Download Wax. GLMixer: este un program de mixat video gratuit si open source. Nu este clasicul program de unit video, ci mai degraba aminteste de un program de mixat muzica, care mixeaza diferite melodii pentru a crea una noua. GLMixer face acelasi lucru, dar cu fisiere video: permite sa adaugati mai multe videoclipuri intr- un spatiu de lucru si sa alegeti ceea ce doriti sa aratati in timp real. Din moment ce scopul programului este mixarea videoclipurilor nu este focalizat pe audio; ideal ar fi sa il folositi cu un audio separat si extern, pentru ca in timpul mixarii sincronizarea audio nu va fi mentinuta. Fiind un program care functioneaza in timp real are nevoie de o placa video buna, pe calculatoare mai vechi rata de cadre pe secunda va fi cu mult sub 2. In ansamblu, este un software interesant si util pentru cei care doresc sa incerce sa faca DJ Video. |
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