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Richard Stallman et le logiciel libre
19 octobre 2011, par
Mis à jour : Mai 2013
Langue : français
Type : Texte
Autres articles (63)
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Ajouter notes et légendes aux images
7 février 2011, parPour pouvoir ajouter notes et légendes aux images, la première étape est d’installer le plugin "Légendes".
Une fois le plugin activé, vous pouvez le configurer dans l’espace de configuration afin de modifier les droits de création / modification et de suppression des notes. Par défaut seuls les administrateurs du site peuvent ajouter des notes aux images.
Modification lors de l’ajout d’un média
Lors de l’ajout d’un média de type "image" un nouveau bouton apparait au dessus de la prévisualisation (...) -
Récupération d’informations sur le site maître à l’installation d’une instance
26 novembre 2010, parUtilité
Sur le site principal, une instance de mutualisation est définie par plusieurs choses : Les données dans la table spip_mutus ; Son logo ; Son auteur principal (id_admin dans la table spip_mutus correspondant à un id_auteur de la table spip_auteurs)qui sera le seul à pouvoir créer définitivement l’instance de mutualisation ;
Il peut donc être tout à fait judicieux de vouloir récupérer certaines de ces informations afin de compléter l’installation d’une instance pour, par exemple : récupérer le (...) -
Les tâches Cron régulières de la ferme
1er décembre 2010, parLa gestion de la ferme passe par l’exécution à intervalle régulier de plusieurs tâches répétitives dites Cron.
Le super Cron (gestion_mutu_super_cron)
Cette tâche, planifiée chaque minute, a pour simple effet d’appeler le Cron de l’ensemble des instances de la mutualisation régulièrement. Couplée avec un Cron système sur le site central de la mutualisation, cela permet de simplement générer des visites régulières sur les différents sites et éviter que les tâches des sites peu visités soient trop (...)
Sur d’autres sites (7390)
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Playing 120fps in browser between original and re-made video, original is normal speed, new video is slo-mo
1er mars 2023, par Patrick VelliaI used my GoPro Hero10 to record at 4k 120fps on a green screen. This original video plays slo-mo in QuickTime but "normal" speed in the browser. I want it playing normal speed, and if end user wants to slow it down they have the extra frames for that to maintain clarity, which is why I record at 120.


I then used FFMPEG to create an image sequence of the video.


Then I ran Image Magic to create the transparent frames.


Then I put it back together with the following command for a HEVC mov file :


ffmpeg -r 120 -f image2 -i transparent/image_transparent_%08d.png -vcodec hevc_videotoolbox -crf 28 -alpha_quality 1 -tag:v hvc1 output.mov



I am still on an Intel MacBook Pro running FFMPEG 4.6 (as I've found 5+ was buggy with one of my commands a few months ago but can't remember which one, I think it was the videotoolbox).


The GoPro video has the following stream data as input to the FFMPEG :


Duration: 00:00:08.15, start: 0.000000, bitrate: 60160 kb/s
 Stream #0:0(eng): Video: hevc (Main) (hvc1 / 0x31637668), yuvj420p(pc, bt709), 3840x2160 [SAR 1:1 DAR 16:9], 59891 kb/s, 119.88 fps, 119.88 tbr, 120k tbn, 119.88 tbc (default)
 Metadata:
 creation_time : 2023-02-28T19:06:41.000000Z
 handler_name : GoPro H.265
 vendor_id : [0][0][0][0]
 encoder : GoPro H.265 encoder
 timecode : 19:05:32:105
 Stream #0:1(eng): Audio: aac (LC) (mp4a / 0x6134706D), 48000 Hz, stereo, fltp, 189 kb/s (default)
 Metadata:
 creation_time : 2023-02-28T19:06:41.000000Z
 handler_name : GoPro AAC 
 vendor_id : [0][0][0][0]
 timecode : 19:05:32:105
 Stream #0:2(eng): Data: none (tmcd / 0x64636D74), 0 kb/s (default)
 Metadata:
 creation_time : 2023-02-28T19:06:41.000000Z
 handler_name : GoPro TCD 
 timecode : 19:05:32:105
 Stream #0:3(eng): Data: bin_data (gpmd / 0x646D7067), 76 kb/s (default)
 Metadata:
 creation_time : 2023-02-28T19:06:41.000000Z
 handler_name : GoPro MET 



Whereas the re-constructed video has the following data :


Duration: 00:00:08.13, start: 0.000000, bitrate: 763650 kb/s
 Stream #0:0: Video: hevc (Main) (hvc1 / 0x31637668), yuv420p(tv, progressive), 3840x2160 [SAR 1:1 DAR 16:9], 763696 kb/s, 120 fps, 120 tbr, 15360 tbn, 15360 tbc (default)
 Metadata:
 handler_name : VideoHandler
 vendor_id : FFMP
 encoder : Lavc58.134.100 hevc_videotoolbo



When this re-constructed video plays in the browser, it is in slow-mo and I need to set the playbackRate to 4.0 for it to play "normally".


Is there something I need to add to the video for the browser to play it at "normal" speed ?


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Texture rendering on iOS using OpenGL ES in Unity project
30 mars 2016, par Time1essI’m working on a project, part of which is to stream video to my iPhone. I use my laptop to create the video stream to my iPhone with ffmpeg.
The stream code in shell is below :
ffmpeg \
-f avfoundation -i "1" -s 1280*720 -r 29.97 \
-c:v mpeg2video -q:v 20 -pix_fmt yuv420p -g 1 -threads 4\
-f mpegts udp://192.168.1.102:6666with this, I successfully create my video stream.
In Unity, I want to decode the video stream to create a texture. After I have gone through some ffmpeg tutorial and Unity tutorial, I created my link library. Some of these codes are below (ask me if more is needed) :
In my library :
buffer alloc :
uint8_t *buffer;
int buffer_size;
buffer_size = avpicture_get_size(AV_PIX_FMT_RGBA, VIEW_WIDTH, VIEW_HEIGHT);
buffer = (uint8_t *) av_malloc(buffer_size*sizeof(uint8_t));
avpicture_fill((AVPicture *) pFrameRGB, buffer, AV_PIX_FMT_RGBA,
VIEW_WIDTH, VIEW_HEIGHT);getContext :
is->sws_ctx = sws_getContext
(
is->video_st->codec->width,
is->video_st->codec->height,
is->video_st->codec->pix_fmt,
VIEW_WIDTH,
VIEW_HEIGHT,
AV_PIX_FMT_RGBA,
SWS_BILINEAR,
NULL,
NULL,
NULL
);sws_scale :
sws_scale(
is->sws_ctx,
(uint8_t const * const *)pFrame->data,
pFrame->linesize,
0,
is->video_st->codec->height,
pFrameRGB->data,
pFrameRGB->linesize
);texture render :
static void UNITY_INTERFACE_API OnRenderEvent(int texID)
{
GLuint gltex = (GLuint)(size_t)(texID);
glBindTexture(GL_TEXTURE_2D, gltex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIEW_WIDTH, VIEW_HEIGHT,
GL_RGBA, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);
glGetError();
return;
}
extern "C" UnityRenderingEvent UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API GetRenderEventFunc()
{
return OnRenderEvent;
}In Unity :
texture created :
private Texture2D texture;
private int texID;
texture = new Texture2D (width, height, TextureFormat.RGBA32, false);
texture.filterMode = FilterMode.Point;
texture.Apply ();
GetComponent<renderer> ().material.mainTexture = texture;
texID = texture.GetNativeTexturePtr ().ToInt32();
</renderer>update func :
void Update ()
{
GL.IssuePluginEvent(GetRenderEventFunc(), texID);
}Video stream info :
Input #0, mpegts, from 'udp://0.0.0.0:6666':
Duration: N/A, start: 2.534467, bitrate: N/A
Program 1
Metadata:
service_name : Service01
service_provider: FFmpeg
Stream #0:0[0x100]: Video: mpeg2video (Main) ([2][0][0][0] / 0x0002), yuv420p(tv), 1280x720 [SAR 1:1 DAR 16:9], max. 104857 kb/s, 29.97 fps, 29.97 tbr, 90k tbn, 59.94 tbcLeave other details, my library works fine on the Unity simulator, but when I compiled all my libraries for arm64 and used the xcode project that Unity created to build my app and ran it, I couldn’t get any texture rendered in my iPhone, I checked my network and I’m sure that data had been sent to my iPhone and the Debug log showed me that frame has been successfully decoded also the
OnRenderEvent
function had been called.FYI :
Unity 5.3.2f1 Personal
Xcode 7.2.1
iOS 9.2.1
ffmpeg 3.0
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how to fix the delay when play a ts stream via udp
4 juin 2013, par user2223169I want to play udp ts stream on iPhone using ffmepg, but the video delayed almost 1s, so my question is how to fix the delay, currently I think I can specify the fifo_size, just like udp ://@:1234 ?fifo_size=1024, but the player can't play with this configuration, anybody knows how to reduce the buffer size to reduce the delay ?
Thanks :)