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    8 février 2011, par

    Par défaut, beaucoup de fonctionnalités sont limitées aux administrateurs mais restent configurables indépendamment pour modifier leur statut minimal d’utilisation notamment : la rédaction de contenus sur le site modifiables dans la gestion des templates de formulaires ; l’ajout de notes aux articles ; l’ajout de légendes et d’annotations sur les images ;

  • Keeping control of your media in your hands

    13 avril 2011, par

    The vocabulary used on this site and around MediaSPIP in general, aims to avoid reference to Web 2.0 and the companies that profit from media-sharing.
    While using MediaSPIP, you are invited to avoid using words like "Brand", "Cloud" and "Market".
    MediaSPIP is designed to facilitate the sharing of creative media online, while allowing authors to retain complete control of their work.
    MediaSPIP aims to be accessible to as many people as possible and development is based on expanding the (...)

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    31 mai 2013, par

    L’outil MédiaSPIP traite aussi les média transférés par la voie FTP. Si vous préférez déposer par cette voie, récupérez les identifiants d’accès vers votre site MédiaSPIP et utilisez votre client FTP favori.
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Sur d’autres sites (9826)

  • How to create a video in .net6 [closed]

    22 mai 2023, par mans

    I am trying to create a video from a series of images i .net core (6.0)

    


    I am looking for a solution like this :

    


    VideoCreator video=new VideoCreator("MyVideo.mp4");

for (int i=0;i<1000;i++)
{
     var image=getImage();
     video.addFrame(image);
}
video.close();


    


    I already tried these solutions, and I could not make them work or compile :

    


    OpenCVSharp

    


    This is compiling properly in .net 6 but is sot reliable when writing videos. I could get a blank video, especially if the getImage function took a long time to return an image (for example, 20 sec) and the above code is run in a thread. All in one : the system did not produce video reliably.

    


    AForge.net

    


    This library and its related library (Accord.NET) don't work on.net core. My attempt to use them did not produce any compilable software (for example AForge.video.ffmpeg or AForge.Video.VFW) are not available in .net core).

    


    So my questions :

    


      

    1. What is the best way to create a video in .net core reliably ?
    2. 


    3. I am using .net core as I am using Microsoft ML engine, is the ML engine available for framework ?
    4. 


    5. My target platform is Windows, is there any way that I can combine .net and framework applications/libraries ?
    6. 


    


  • riff : don’t overwrite bps from WAVEFORMATEX if EXTENSIBLE doesn’t contain that data.

    2 mai 2012, par Hendrik Leppkes
    riff : don’t overwrite bps from WAVEFORMATEX if EXTENSIBLE doesn’t contain that data.
    

    According to the specification on the MSDN [1], 0 is valid for that
    particular field, and it should be ignored in that case.

    [1] : http://msdn.microsoft.com/en-us/library/windows/desktop/dd757714(v=vs.85).aspx

    Bug-Id : 950

    Signed-off-by : Anton Khirnov <anton@khirnov.net>

    • [DBH] libavformat/riffdec.c
  • YUV4:2:0 conversion to RGB outputs overly green image

    27 février 2023, par luckybroma

    I'm decoding video and getting YUV 420 frames. In order to render them using D3D11, they need to get converted to RGB (or at least I assume that the render target view cannot be YUV itself).

    &#xA;

    The YUV frames are all in planar format, meaning UV and not packed. I'm creating 3 textures and ShaderResourceViews of type DXGI_FORMAT_R8G8_UNORM. I'm copying each plane from the frame into it's own ShaderResourceView. I'm then relying on the sampler to account for the differences in size between the Y and UV planes. Black/White only looks great. If I add in color though, I get an overly Green Picture :&#xA;enter image description here

    &#xA;

    I'm at a huge loss of what I could be doing wrong.. I've tried switching the UV and planes around, I've also tried tweaking the conversion values. I'm following Microsoft's guide on picture conversion.

    &#xA;

    Here is my shader :

    &#xA;

    min16float4 main(PixelShaderInput input) : SV_TARGET&#xA;{&#xA;    float y = YChannel.Sample(defaultSampler, input.texCoord).r;&#xA;    float u = UChannel.Sample(defaultSampler, input.texCoord).r - 0.5;&#xA;    float v = VChannel.Sample(defaultSampler, input.texCoord).r - 0.5;&#xA;&#xA;    float r = y &#x2B; 1.13983 * v;&#xA;    float g = y - 0.39465 * u - 0.58060 * v;&#xA;    float b = y &#x2B; 2.03211 * u;&#xA;&#xA;    return min16float4(r, g, b , 1.f);&#xA;}&#xA;

    &#xA;

    Creating my ShaderResourceViews :

    &#xA;

    D3D11_TEXTURE2D_DESC texDesc;&#xA;    ZeroMemory(&amp;texDesc, sizeof(texDesc));&#xA;    texDesc.Width = 1670;&#xA;    texDesc.Height = 626;&#xA;    texDesc.MipLevels = 1;&#xA;    texDesc.ArraySize = 1;&#xA;    texDesc.Format = DXGI_FORMAT_R8_UNORM;&#xA;    texDesc.SampleDesc.Count = 1;&#xA;    texDesc.SampleDesc.Quality = 0;&#xA;    texDesc.Usage = D3D11_USAGE_DYNAMIC;&#xA;    texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;&#xA;    texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;&#xA;&#xA;&#xA;    dev->CreateTexture2D(&amp;texDesc, NULL, &amp;pYPictureTexture);&#xA;    dev->CreateTexture2D(&amp;texDesc, NULL, &amp;pUPictureTexture);&#xA;    dev->CreateTexture2D(&amp;texDesc, NULL, &amp;pVPictureTexture);&#xA;    &#xA;    D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;&#xA;    shaderResourceViewDesc.Format = DXGI_FORMAT_R8_UNORM;&#xA;    shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;&#xA;    shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;&#xA;    shaderResourceViewDesc.Texture2D.MipLevels = 1;&#xA;&#xA;    dev->CreateShaderResourceView(pYPictureTexture, &amp;shaderResourceViewDesc, &amp;pYPictureTextureResourceView);&#xA;&#xA;    dev->CreateShaderResourceView(pUPictureTexture, &amp;shaderResourceViewDesc, &amp;pUPictureTextureResourceView);&#xA;    &#xA;    dev->CreateShaderResourceView(pVPictureTexture, &amp;shaderResourceViewDesc, &amp;pVPictureTextureResourceView);&#xA;&#xA;

    &#xA;

    And then How I'm copying the decoded ffmpeg AVFrames :

    &#xA;

        int height = 626;&#xA;    int width = 1670;    &#xA;&#xA;    D3D11_MAPPED_SUBRESOURCE msY;&#xA;    D3D11_MAPPED_SUBRESOURCE msU;&#xA;    D3D11_MAPPED_SUBRESOURCE msV;&#xA;    devcon->Map(pYPictureTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &amp;msY);&#xA;&#xA;    memcpy(msY.pData, frame->data[0], height * width);&#xA;    devcon->Unmap(pYPictureTexture, 0);&#xA;&#xA;    devcon->Map(pUPictureTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &amp;msU);&#xA;    memcpy(msU.pData, frame->data[1], (height*width) / 4);&#xA;    devcon->Unmap(pUPictureTexture, 0);&#xA;&#xA;&#xA;    devcon->Map(pVPictureTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &amp;msV);&#xA;    memcpy(msV.pData, frame->data[2], (height*width) / 4);&#xA;    devcon->Unmap(pVPictureTexture, 0);&#xA;

    &#xA;

    PS : Happy to provide any more additional requested code ! I just wanted to be concise as possible.

    &#xA;