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  • MediaSPIP 0.1 Beta version

    25 avril 2011, par

    MediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
    The zip file provided here only contains the sources of MediaSPIP in its standalone version.
    To get a working installation, you must manually install all-software dependencies on the server.
    If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...)

  • Amélioration de la version de base

    13 septembre 2013

    Jolie sélection multiple
    Le plugin Chosen permet d’améliorer l’ergonomie des champs de sélection multiple. Voir les deux images suivantes pour comparer.
    Il suffit pour cela d’activer le plugin Chosen (Configuration générale du site > Gestion des plugins), puis de configurer le plugin (Les squelettes > Chosen) en activant l’utilisation de Chosen dans le site public et en spécifiant les éléments de formulaires à améliorer, par exemple select[multiple] pour les listes à sélection multiple (...)

  • De l’upload à la vidéo finale [version standalone]

    31 janvier 2010, par

    Le chemin d’un document audio ou vidéo dans SPIPMotion est divisé en trois étapes distinctes.
    Upload et récupération d’informations de la vidéo source
    Dans un premier temps, il est nécessaire de créer un article SPIP et de lui joindre le document vidéo "source".
    Au moment où ce document est joint à l’article, deux actions supplémentaires au comportement normal sont exécutées : La récupération des informations techniques des flux audio et video du fichier ; La génération d’une vignette : extraction d’une (...)

Sur d’autres sites (9529)

  • aacenc_tns : redo coefficient quantization and decision making

    12 septembre 2015, par Rostislav Pehlivanov
    aacenc_tns : redo coefficient quantization and decision making
    

    This finally (and again) gets rid of basically everything the
    specifications say about how TNS should be done. The main
    problem used to be that a single filter was used for all
    coefficients which despite being explicitly recommended by
    the specifications usually sounds wrong, therefore it’s
    a corner case in the current TNS implementation.

    This commit also changes the coefficient bit size, as apparently
    it’s better to use lower precision in case the windows are eight
    short. This is apparently what fdk_aac uses, looking at the bit
    stream and makes sense. Also the order when 8 SHORT windows happen
    is important as 7 was too much and according to PSNR was worse
    while 5 is just about correct.

    Signed-off-by : Rostislav Pehlivanov <atomnuker@gmail.com>

    • [DH] libavcodec/aacenc_tns.c
    • [DH] libavcodec/aacenc_tns.h
  • ffmpeg, how to generate small clip from a video as thumbnail ? [on hold]

    26 janvier 2017, par Ayman Elgohary

    FFmpeg CLI, how to generate short preview video from a video ?

    I was tried lots of CLI but none of them is working.

  • Writing linear float range to openEXR turns out non linear

    3 avril 2022, par Chryfi

    I am writing the linearized depth buffer of a game to openEXR using FFmpeg. Unfortunately, FFmpeg does not adhere to the openEXR file specification fully (like allowing unsigned integer for one channel) so I am writing one float channel to openEXR, which is put into the green channel with this command -f rawvideo -pix_fmt grayf32be -s %WIDTH%x%HEIGHT% -r %FPS% -i - -vf %DEFVF% -preset ultrafast -tune zerolatency -qp 6 -compression zip1 -pix_fmt gbrpf32le %NAME%_depth_%d.exr.

    &#xA;

    The float range is from 0F to 1F and it is linear. I can confirm that the calculation and linearization is correct by testing 16 bit integer (per pixel component) PNG in Blender compositor. The 16 bit integer data is written like this short s = (short) (linearzieDepth(depth) * (Math.pow(2,16) - 1)) whereas for float the linearized value is directly written to OpenEXR without multiplying with a value.

    &#xA;

    However, when viewing the openEXR file it doesn't have the same "gradient" as the 16 bit png... when viewing them side by side, it appears as if the values near 0 are not linear, and they are not as dark as they should be like in the 16 bit png.&#xA;(And yes, I set the image node to linear), and comparing it with 3d tracking data from the game I cant reproduce the depth and cant mask things using the depth buffer where as with the png I can.

    &#xA;

    How is it possible for a linear float range to turn out so different to a linear integer range in an image ?

    &#xA;