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  • Submit bugs and patches

    13 avril 2011

    Unfortunately a software is never perfect.
    If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
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  • Encoding and processing into web-friendly formats

    13 avril 2011, par

    MediaSPIP automatically converts uploaded files to internet-compatible formats.
    Video files are encoded in MP4, Ogv and WebM (supported by HTML5) and MP4 (supported by Flash).
    Audio files are encoded in MP3 and Ogg (supported by HTML5) and MP3 (supported by Flash).
    Where possible, text is analyzed in order to retrieve the data needed for search engine detection, and then exported as a series of image files.
    All uploaded files are stored online in their original format, so you can (...)

  • Ajouter notes et légendes aux images

    7 février 2011, par

    Pour 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
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  • Minimal Understanding of VP8′s Forward Transform

    16 novembre 2010, par Multimedia Mike — VP8

    Regarding my toy VP8 encoder, Pengvado mentioned in the comments of my last post, “x264 looks perfect using only i16x16 DC mode. You must be doing something wrong in computing residual or fdct or quantization.” This makes a lot of sense. The encoder generates a series of elements which describe how to reconstruct the original image. Intra block reconstruction takes into consideration the following elements :



    I have already verified that both my encoder and FFmpeg’s VP8 decoder agree precisely on how to reconstruct blocks based on the predictors, coefficients, and quantizers. Thus, if the decoded image still looks crazy, the elements the encoder is generating to describe the image must be wrong.

    So I started studying the forward DCT, which I had cribbed wholesale from the original libvpx 0.9.0 source code. It should be noted that the formal VP8 spec only defines the inverse transform process, not the forward process. I was using a version designated as the “short” version, vs. the “fast” version. Then I looked at the 0.9.5 FDCT. Then I got the idea of comparing the results of each.

    input:   92 91 89 86 91 90 88 86 89 89 89 88 89 87 88 93

    • libvpx 0.9.0 “short” :
      forward : -314 5 1 5 4 5 -2 0 0 1 -1 -1 1 11 -3 -4
      inverse : 92 91 89 86 89 86 91 90 91 90 88 86 88 86 89 89
      
    • libvpx 0.9.0 “fast” :
      forward : -314 4 0 5 4 4 -2 0 0 1 0 -1 1 11 -2 -5
      inverse : 91 91 89 86 88 86 91 90 91 90 88 86 88 86 89 89
      
    • libvpx 0.9.5 “short” :
      forward : -312 7 1 0 1 12 -5 2 2 -3 3 -1 1 0 -2 1
      inverse : 92 91 89 86 91 90 88 86 89 89 89 88 89 87 88 93
      

    I was surprised when I noticed that input[] != idct(fdct(input[])) in some of the above cases. Then I remembered that the aforementioned property isn’t what is meant by a “bit-exact” transform– only that all implementations of the inverse transform are supposed to produce bit-exact output for a given vector of input coefficients.

    Anyway, I tried applying each of these forward transforms. I got slightly differing results, with the latest one I tried (the fdct from libvpx 0.9.5) producing the best results (to my eye). At least the trees look better in the Big Buck Bunny logo image :



    The dense trees of the Big Buck Bunny logo using one of the libvpx 0.9.0 forward transforms


    The same segment of the image using the libvpx 0.9.5 forward transform

    Then again, it could be that the different numbers generated by the newer forward transform triggered different prediction modes to be chosen. Overall, adapting the newer FDCT did not dramatically improve the encoding quality.

    Working on the intra 4×4 mode encoding is generating some rather more accurate blocks than my intra 16×16 encoder. Pengvado indicated that x264 generates perfectly legible results when forcing the encoder to only use intra 16×16 mode. To be honest, I’m having trouble understanding how that can possibly occur thanks to the Walsh-Hadamard transform (WHT). I think that’s where a lot of the error is creeping in with my intra 16×16 encoder. Then again, FFmpeg implements an inverse WHT function that bears ‘vp8′ in its name. This implies that it’s custom to the algorithm and not exactly shared with H.264.

  • 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).

  • RoQ on Dreamcast

    18 mars 2011, par Multimedia Mike — Sega Dreamcast

    I have been working on that challenge to play back video on the Sega Dreamcast. To review, I asserted that the RoQ format would be a good fit for the Sega Dreamcast hardware. The goal was to play 640x480 video at 30 frames/second. Short version : I have determined that it is possible to decode such video in real time. However, I ran into certain data rate caveats.

    First off : Have you ever wondered if the Dreamcast can read an 80mm optical disc ? It can ! I discovered this when I only had 60 MB of RoQ samples to burn on a disc and a spindle full of these 210MB-capacity 80mm CD-Rs that I never have occasion to use.



    New RoQ Library
    There are open source RoQ decoders out there but I decided to write a new one. A few reasons : 1) RoQ is so simple that I didn’t think it would take too long ; 2) it would be nice to have a RoQ library that is license-compatible (BSD-like) with the rest of the KallistiOS distribution ; 3) the idroq.tar.gz distribution, while license-compatible, has enough issues that I didn’t want to correct it.

    Thankfully, I was correct about the task not being too difficult : I put together a new RoQ decoder in short order. I’m a bit embarrassed to admit that the part I had the most trouble with was properly converting YUV -> RGB.

    About the approach I took : While the original idroq.tar.gz decoder maintains YUV 4:2:0 codebooks (which led to chroma bugs during motion compensation) and FFmpeg’s decoder maintains YUV 4:4:4 codebooks, this decoder is built to convert the YUV 4:2:0 vectors into RGB565 vectors during the vector unpacking phase. Thus, the entire frame is rendered in RGB565 — no lengthy YUV -> RGB conversion after decoding — and all pixels are shuffled around as 16-bit units (minor speedup vs. shuffling everything as bytes).

    I also entertained the idea of maintaining YUYV codebooks (since the DC supports that colorspace as a texture format). But I scrapped that idea when I remembered it would lead to the same chroma bleeding problem seen in the original idroq.tar.gz decoder.

    Onto The Dreamcast
    I developed the library on a Linux computer, allowing it to output a series of PNM files for visual verification and debugging. Dropping it into a basic DC/KOS-compatible program was trivial and the first order of business was profiling.

    At first, I profiled the entire decode operation : open file, then read and decode each chunk while tossing away the results. I was roundly disappointed to see that, e.g., an 8.5-second RoQ sample needed a little more than 20 seconds to complete. Not real time. I performed a series of optimizations on the decoding library that netted notable performance gains when profiling on Linux. When I brought these same optimizations over to the DC, decoding time didn’t improve at all. This was my first suspicion that perhaps my assumptions regarding the DC’s optical drive’s data rate were not correct.

    Dreamcast Data Rate Profiling
    Let’s start with some definitions : In terms of data rate, an ’X’, i.e., 1X is the minimum data rate needed to read CD quality audio from a disc. At that speed, a drive should be able to stream 75 sectors each second. When reading mode 1/form 1 CD-ROM data, each sector has 2048 bytes (2 kbytes), so a single-speed data rate should achieve 150 kbytes/sec.

    The Dreamcast is supposed to possess a 12X optical drive. This would imply a maximum data rate of 150 kbytes/sec * 12 = 1800 kbytes/sec.

    Rigging up a trivial experiment using the RoQ samples burned on a few different CD-R discs, the best data rate I can see is about 500-525 kbytes/sec, or around 3.5X.

    Where’s the discrepancy ? My first theory has to do with the fact that not all optical media is created equal. This is why optical drives often advertise a slew of numbers which refer to the best theoretical speed for reading a CD vs. writing a CD-R vs. writing a CD-RW, etc. Perhaps the DC drive can’t read CD-Rs very quickly. To test this theory, I tried streaming a large file from a conventionally mastered CD-ROM. This worked well for the closest CD-ROM I had on hand : I was able to stream data at a rate that works out to about 6.5X.

    I smell a science project for another evening : Profiling read speeds from a mastered CD-ROM, burned CD-R, and also a mastered GD-ROM, on each of the 3 Dreamcast consoles I possess (I’ve heard that there’s variance between optical drives depending on manufacturing run).

    The Good News
    I added a little finer-grained code to profile just the video decoding functions. The good news is that the decoder meets my real time goals : That 8.5-second RoQ sample encoded at 640x480x30fps makes its way through the video decoding functions on the DC in a little less than 5 seconds. If the optical drive can supply the data fast enough, the video decoder can take care of the rest.

    The RoQ encoder included with FFmpeg does not honor any bitrate parameters. Instead, I encoded the same file at 320x240. It reportedly decoded in real time and can be streamed in real time as well.

    I say "reportedly" because I’m simply working from textual output at this point ; the next phase is to hook the decoder up to the display hardware.