fix(posts): one render number per page — 38.0% everywhere (352s -> 218.3s)
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The benchmark table derives its figures from 218.3 s ((352-218.3)/352 = 37.98%),
while the TL;DR said 38.1% (that one came from rounding 218 exactly). Same page
carried both numbers; now the TL;DR matches the table. 1.61x throughput is
unchanged (352/218.3 = 1.6125).
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hoelee committed 2026-10-22 21:14:40 +08:00
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@@ -18,7 +18,7 @@ Here is what went wrong, why our initial intuition about audio reactivity failed
> **Live Reference**: The repaired rendering pipeline produced the final production MV for [《糖画小仙》 (Sugar Art Fairy) on YouTube](https://youtu.be/vZbyKeCCSRA), running rock-solid at 1080p 30fps.
> **TL;DR** — Scaling a full-bleed background image with the bass band forces an interpolation resampling on every frame, which the human eye perceives as violent shudder. Furthermore, two stacked semi-transparent layers crossfading symmetrically dip through the black root container at the midpoint. Fixes: keep the background canvas completely static, decouple all audio-reactive pulsing into isolated foreground HUD layers, and fade in the incoming slide on top of a 100% solid base. Render time dropped by **38.1% (from 352s to 218s, a 1.61× throughput speedup)**. This is the rendering chapter of our [music-video pipeline](/posts/how-i-built-an-automated-music-video-pipeline/); the file-staging half is covered in [uploading large videos via CDP](/posts/uploading-large-videos-to-youtube-via-cdp/).
> **TL;DR** — Scaling a full-bleed background image with the bass band forces an interpolation resampling on every frame, which the human eye perceives as violent shudder. Furthermore, two stacked semi-transparent layers crossfading symmetrically dip through the black root container at the midpoint. Fixes: keep the background canvas completely static, decouple all audio-reactive pulsing into isolated foreground HUD layers, and fade in the incoming slide on top of a 100% solid base. Render time dropped by **38.0% (from 352s to 218s, a 1.61× throughput speedup)**. This is the rendering chapter of our [music-video pipeline](/posts/how-i-built-an-automated-music-video-pipeline/); the file-staging half is covered in [uploading large videos via CDP](/posts/uploading-large-videos-to-youtube-via-cdp/).
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@@ -18,7 +18,7 @@ draft: false
> **线上成品验证**:修复后的渲染流水线已正式交付并发布至 YouTube:[《糖画小仙》1080p 官方 MV](https://youtu.be/vZbyKeCCSRA),全片背景稳固、转场平滑。
> **TL;DR** —— 让整幅背景图跟着低频段缩放,等于每一帧都重新做图像插值采样,肉眼读到的就是剧烈抖动与震颤;再加上两层半透明图层对称交叉淡化,在时间中点必然透出底层的黑色容器。修复方案:背景画面绝对静态,将所有音频动效彻底隔离在顶层 HUD 频谱层,转场采用「100% 实体底图 + 顶层单向淡入」。渲染耗时实测**缩短 38.1%(从 352 秒降至 218 秒,吞吐速度提升 1.61 倍)**。这一篇是 [全自动 MV 生成流水线](/posts/zh/how-i-built-an-automated-music-video-pipeline/) 的渲染篇;文件落盘与发布那一半见 [Docker 容器大文件上传](/posts/zh/uploading-large-videos-to-youtube-via-cdp/)。
> **TL;DR** —— 让整幅背景图跟着低频段缩放,等于每一帧都重新做图像插值采样,肉眼读到的就是剧烈抖动与震颤;再加上两层半透明图层对称交叉淡化,在时间中点必然透出底层的黑色容器。修复方案:背景画面绝对静态,将所有音频动效彻底隔离在顶层 HUD 频谱层,转场采用「100% 实体底图 + 顶层单向淡入」。渲染耗时实测**缩短 38.0%(从 352 秒降至 218 秒,吞吐速度提升 1.61 倍)**。这一篇是 [全自动 MV 生成流水线](/posts/zh/how-i-built-an-automated-music-video-pipeline/) 的渲染篇;文件落盘与发布那一半见 [Docker 容器大文件上传](/posts/zh/uploading-large-videos-to-youtube-via-cdp/)。
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