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  • Websites made ​​with MediaSPIP

    2 mai 2011, par

    This page lists some websites based on MediaSPIP.

  • Creating farms of unique websites

    13 avril 2011, par

    MediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
    This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...)

  • (Dés)Activation de fonctionnalités (plugins)

    18 février 2011, par

    Pour gérer l’ajout et la suppression de fonctionnalités supplémentaires (ou plugins), MediaSPIP utilise à partir de la version 0.2 SVP.
    SVP permet l’activation facile de plugins depuis l’espace de configuration de MediaSPIP.
    Pour y accéder, il suffit de se rendre dans l’espace de configuration puis de se rendre sur la page "Gestion des plugins".
    MediaSPIP est fourni par défaut avec l’ensemble des plugins dits "compatibles", ils ont été testés et intégrés afin de fonctionner parfaitement avec chaque (...)

Sur d’autres sites (5390)

  • Integrating CUDA-based video decoder into libavcodec/ffmpeg

    1er février 2019, par tmlen

    I have a CUDA-based decoder of a video format running on the GPU. I am trying to add a "codec" into libavcodec that uses it as external decoder

    Currenty, I have it working such that I can play a sequence of pictures using ffplay, which
    get decoded on the GPU with the external decoder.

    But with the current implementation, the codec module copies its output (in a RGB24 pixel format) from GPU memory to host memory after each frame, and gives this to libavcodec in its AVFrame. So with this when using ffplay, it will copy the output images back and forth between GPU and host two times (as ffplay has to copy the data to GPU for display).

    My goal is to leave the uncompressed data on GPU using on a CUDA device buffer, and have ffmpeg use it.

    ffmpeg seems to have support for this using AVHWAccel.

    • Is there any example implementation that uses this with a CUDA based decoder (not using the dedicated hardware decoders through NVDEC, CUVID, etc.) ?

    • Does ffmpeg need the output in a pixel format in a CUDA buffer, or can it also be in texture memory, in a CUDA array ?

    • Is it possible to have the hardware decoder as primary decoder of the AVCodec. It seems that hardware-acceleration is foreseen as an add-on, with the software decoder implemented by AVCodec available as fallback ?

    • It seems that ffmpeg will allocate a pool of CUDA buffers to receive its output. Is it also possible to allocate the output buffers oneself in the module’s implementation, and control how many buffers there will be.

    • Is it possible to control with how many CPU threads the decoder will be called ? With the external decoder’s interface, ideal would be one writer thread that pushes compressed codestreams, and one reader thread that pulls the uncompressed output to a CUDA buffer.

  • Revision 1e30547984 : Skip mode search based on reference frame consistency This commit enables the e

    12 août 2014, par Jingning Han

    Changed Paths :
     Modify /vp9/encoder/vp9_rdopt.c



    Skip mode search based on reference frame consistency

    This commit enables the encoder to skip NEARMV and ZEROMV if the
    above and left blocks have identical reference frame, and the
    current reference is different from that. It reduces the runtime
    of speed 3 for test sequences :
    bus cif at 1000 kbps 10064 ms -> 9823 ms
    pedestrian 1080p at 2000 kbps 193078 ms -> 189559 ms

    The compression performance is changed by
    derf -0.085%
    stdhd -0.103%

    Change-Id : If304f26d42e6412152a84c3dd7b02635c38444f4

  • random_seed : Rewrite the generic clock() based seed code

    11 juin 2012, par Michael Niedermayer
    random_seed : Rewrite the generic clock() based seed code
    

    The new code is faster and reuses the previous state in case of
    multiple calls.

    The previous code could easily end up in near-infinite loops,
    if the difference between two clock() calls never was larger than
    1.

    This makes fate-parseutils finish in finite time when run in wine,
    if CryptGenRandom isn’t available (which e.g. isn’t available if
    targeting Windows RT/metro).

    Patch originally by Michael Niedermayer but with some modifications
    by Martin Storsjö.

    Signed-off-by : Martin Storsjö <martin@martin.st>

    • [DH] libavutil/random_seed.c