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  • Qu’est ce qu’un éditorial

    21 juin 2013, par

    Ecrivez votre de point de vue dans un article. Celui-ci sera rangé dans une rubrique prévue à cet effet.
    Un éditorial est un article de type texte uniquement. Il a pour objectif de ranger les points de vue dans une rubrique dédiée. Un seul éditorial est placé à la une en page d’accueil. Pour consulter les précédents, consultez la rubrique dédiée.
    Vous pouvez personnaliser le formulaire de création d’un éditorial.
    Formulaire de création d’un éditorial Dans le cas d’un document de type éditorial, les (...)

  • Ajouter des informations spécifiques aux utilisateurs et autres modifications de comportement liées aux auteurs

    12 avril 2011, par

    La manière la plus simple d’ajouter des informations aux auteurs est d’installer le plugin Inscription3. Il permet également de modifier certains comportements liés aux utilisateurs (référez-vous à sa documentation pour plus d’informations).
    Il est également possible d’ajouter des champs aux auteurs en installant les plugins champs extras 2 et Interface pour champs extras.

  • Configuration spécifique d’Apache

    4 février 2011, par

    Modules spécifiques
    Pour la configuration d’Apache, il est conseillé d’activer certains modules non spécifiques à MediaSPIP, mais permettant d’améliorer les performances : mod_deflate et mod_headers pour compresser automatiquement via Apache les pages. Cf ce tutoriel ; mode_expires pour gérer correctement l’expiration des hits. Cf ce tutoriel ;
    Il est également conseillé d’ajouter la prise en charge par apache du mime-type pour les fichiers WebM comme indiqué dans ce tutoriel.
    Création d’un (...)

Sur d’autres sites (6817)

  • Imagick refresh

    25 septembre 2013, par Mikko Koppanen — Imagick

    After some hiatus I’ve been getting back on fixing bugs on Imagick and getting the code into more representable condition. This hiatus has been a result of busy work schedule and getting a new start-up running in Kuala Lumpur.

    While fixing a bug related to clone keyword I came across the following resource : http://www.rubblewebs.co.uk/imagick/. The page contains quite a nice collection of Imagick operations and is definitely worth checking out.

    On the other news, the development has been moved to Github. As I’ve been the most active developer of Imagick in the past years I decided to move the code to Github where rest of my projects are located : https://github.com/mkoppanen/imagick. For the past few days there has been quite a lot of development, mainly working on removing the excessive use of macros in the code to make things more readable and debuggable. This might be a good place to give thanks to Remi for fixing quite a lot of compile warnings and raising bugs regarding Fedora Packaging Policy. Most likely there will be a couple of beta releases in the near future.

    As mentioned in the previous post Windows builds are now available via http://windows.php.net and my builds provided here should be considered obsolete.

  • Get image from webcam, convert that image into something else, and returning it back to the client

    29 janvier 2023, par immigration9

    I have some questions on choosing the right architectural decision to solve my problem.

    


    I am planning to create an app, which takes the

    


      

    1. input from a client's (a browser) webcam,

      


    2. 


    3. sending the input to the server (whether frame by frame, or just live stream video)

      


    4. 


    5. getting each frame from the server (into a image)

      


    6. 


    7. convert the image using some technology (let's say like a tiktok filter)

      


    8. 


    9. returning the image back to the client in real time.

      


    10. 


    


    Except for the phase 4 which the technology can only be applied on an image,
Everything else can be changed.

    


    I'm targeting 30fps (or at least 20) with 1080p quality.

    


    The language or framework is completely agnostic as I do not have any preference. Right now, I am thinking of using React with Node, but I'm opened to other options as well. (eg. Python maybe. Language doesn't matter)

    


    If anyone have some prior experiences, can you teach me the best way ?

    


    I've tried to create the image blob from client and send it to the server using socket.io but it seemed too slow to use when targeted at 30fps on 1080p image.

    


    I'm currently looking at WebRTC with fluent-ffmpeg, but not sure if it's the right way.

    


    Any kind of help will be appreciated.

    


  • Studying A Game Wave Disc

    23 novembre 2010, par Multimedia Mike — Game Hacking

    I picked up a used copy of game called Gemz — a rather flagrant Bejeweled clone — for a game console called Game Wave Family Entertainment System. Heard of it ? Neither had I. But the game media is optical, so I had to get it and study it.



    When mounted in Linux (as UDF), the disc is reported to contain 2.8 GB of data, so it has to be a DVD. 810 MB of that is dedicated to the movies/ directory. Multimedia format ? Just plain, boring MPEG files (very YouTube-friendly— here’s the opening animation). Deeper digging reveals some more subdirectories called movies/ that, combined, occupy the lion’s share of the disc space. Additionally, there are several single-frame .m2v files in a directory called iframes/ which are used to encode things like load screens.



    There are more interesting data files including .zbm files for images and fonts, and .zwf files for audio. I suspect that these stand for zipped bitmap and zipped wave file, respectively. They can’t be directly unzipped with ’gunzip’. Some of the numbers at the start of some files lead me to believe they can be easily decompressed with standard zlib facilities.

    Based on the binary files on the Gemz disc, I couldn’t find any data on what CPU this system might use. A little Googling led me to this page at the Video Game Console Library which pegs the brain as a Mediamatics 6811. Some searching for that leads me to a long-discontinued line of hardware from National Semiconductor.

    The Console Library page also mentions that the games were developed using the Lua programming language. Indeed, there are many Lua-related strings in the game’s binaries (’zlib’ also makes an appearance).