Recherche avancée

Médias (0)

Mot : - Tags -/utilisateurs

Aucun média correspondant à vos critères n’est disponible sur le site.

Autres articles (97)

  • Les autorisations surchargées par les plugins

    27 avril 2010, par

    Mediaspip core
    autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs

  • Participer à sa documentation

    10 avril 2011

    La documentation est un des travaux les plus importants et les plus contraignants lors de la réalisation d’un outil technique.
    Tout apport extérieur à ce sujet est primordial : la critique de l’existant ; la participation à la rédaction d’articles orientés : utilisateur (administrateur de MediaSPIP ou simplement producteur de contenu) ; développeur ; la création de screencasts d’explication ; la traduction de la documentation dans une nouvelle langue ;
    Pour ce faire, vous pouvez vous inscrire sur (...)

  • Contribute to a better visual interface

    13 avril 2011

    MediaSPIP is based on a system of themes and templates. Templates define the placement of information on the page, and can be adapted to a wide range of uses. Themes define the overall graphic appearance of the site.
    Anyone can submit a new graphic theme or template and make it available to the MediaSPIP community.

Sur d’autres sites (6031)

  • HEVC/H.265 interlaced format support in ffmpeg or VLC

    30 décembre 2020, par Ernestas Gruodis

    "Music Box Russia" channel over satellite transmits in HEVC 1920x1080 25fps interlaced - and after recording VLC recognizes file as 50 fps, and resolution 1920x540 - half a height. But on satellite tuner the player works fine - it plays a file as 1920x1080 25fps... When we can expect support for HEVC/H.265 interlaced ? Here is recorded file (Garry Grey & Eva Miller - wtf). Also - a lot of lost frames in VLC player statistics..

    


    EDIT :

    


    I found some interesting info how in HEVC the interlace video content can be indicated here :

    


    


    Unlike to H.264/AVC, interlace-dedicated coding in HEVC is not exist :

    


      

    • No mixed frame-field interaction (like PAFF in H.264/AVC)
    • 


    • No interlace scanning of transform coefficients
    • 


    • No correction MVX[1] (or y-component of MV) if current and reference pictures are in different polarity (top-bottom or
bottom-top).
    • 


    


    However, in HEVC the interlace video content can be indicated
(signaled in VPS/SPS and pic_timing SEI messages the latter are
transmitted for every picture in the sequence). Interlace-related
setting :

    


      

    • in VPS/SPS set general_interlaced_source_flag=1 and general_progressive_source_flag=0. Indeed, the HEVC standard says :

      


      if general_progressive_source_flag is equal to 0 and
general_interlaced_source_flag is equal to 1, the source scan type of
the pictures in the CVS should be interpreted as interlaced only.

      


    • 


    • in VPS/SPS set general_frame_only_constraint_flag=0

      


    • 


    • in SPS VUI set field_seq_flag=1 and frame_field_info_present_flag=1. Notice that if these flags are ON
then picture timing SEIs shall be present for each picture.

      


    • 


    • transmission of Picture Timing SEI per picture with the following parameters :

      


      source_scan_type = 0 to indicate interlace mode
for top field picture signal pict_struct=1 and for bottom field picture pict_struct=2

      


    • 


    


    


    Perhaps it is possible to pass these parameters to ffmpeg/vlc before playing a file ?

    


  • Array Getting Lost While Passing From C++ to C Using Callback [duplicate]

    23 décembre 2020, par Abhishek Sharma

    I am trying to write Video Using FFmpeg by generating frame at run time using direct3d and the frames are generated using sharp dx at c# and I use window runtime to callback to c# to generate Frame And return Platform::Array of Byte ;

    


    so for writing video using FFmpeg, I used C code that writes video, and to ask for generating frame I implemented a callback to generate a frame and all that in StaticLib

    


    uint8_t*(*genrate_frame_callback)(int) = NULL;   


    


    now in C-File, I call fill_image to get the frame and write to the video

    


    static void fill_image(int frame_index, int width, int height)
{
    int x, y, i;

    i = frame_index;
    auto result = genrate_frame_callback(frame_index);// after passing this point while using debugger reults single element not even array
    .
    .
    .
    code to write video
    
}


    


    now when I call to Write Video before that pass this function to the callback that is in the c++ file in a Window Runtime Component that reference to static lib

    


    uint8_t* genrate_frame(int args)&#xA;{&#xA;    auto frame = FireGenrateFramet(args); // returns Platform::Array<byte>&#xA;    vector v(frame->begin(), frame->end());&#xA;    return v.data();// data is abilabe to this point &#xA;}&#xA;</byte>

    &#xA;

    now the result variable contains a single element&#xA;I am new to c++ and c and unable to understand why is data not passed to the function using call back

    &#xA;

    Edit :

    &#xA;

    then can you help me with how to pass Data I tried using the global Scope Variable c++ file too but still,&#xA;it gets lost,&#xA;but after introducing another call back to read data stored in global Variable it read the whole data correctly

    &#xA;

    vector frame_v;&#xA;uint8_t* genrate_frame(int args)&#xA;{&#xA;    auto frame = FireGenrateFrame(args);&#xA;     vector v(frame->begin(), frame->end());&#xA;    frame_v = v;&#xA;    return v.data();// this loose the Same &#xA;}&#xA;&#xA;uint8_t read_pixal(int args)&#xA;{&#xA;    return frame_v[args];// where as it read out correctly&#xA;}&#xA;

    &#xA;

    but I don't want to store and add new call back an read from their just pass the array

    &#xA;

  • Piping FFmpeg output to Unity texture

    1er février 2021, par Sincress

    I'm working on a networking component where the server provides a Texture and sends it to FFmpeg to be encoded (h264_qsv), and sends it over the network. The client receives the stream (mp4 presumably), decodes it using FFmpeg again and displays it on a Texture.

    &#xA;&#xA;

    Currently this works very slowly since I am saving the texture to the disk before encoding it to a mp4 file (also saved to disk), and on the client side I am saving the .png texture to disk after decoding it so that I could use it in Unity.

    &#xA;&#xA;

    Server side FFmpeg process is started with process.StartInfo.Arguments = @" -y -i testimg.png -c:v h264_qsv -q 5 -look_ahead 0 -preset:v faster -crf 0 test.qsv.mp4"; currently and client side with process.StartInfo.Arguments = @" -y -i test.qsv.mp4 output.png";

    &#xA;&#xA;

    Since this needs to be very fast (30 fps at least) and real time, I need to pipe the Texture directly to the FFmpeg process. On the client side, I need to pipe the decoded data to the displayed Texture directly as well (opposed to saving it and then reading from disk).

    &#xA;&#xA;

    A few days of researching showed me that FFmpeg supports various pipelining options, including using data formats such as bmp_pipe (piped bmp sequence), bin(binary text), data (raw data) and image2pipe (piped image2 sequence) however documentation and examples on how to use these options are very scarce.

    &#xA;&#xA;

    Please help me : which format should I use (and how should it be used) ?

    &#xA;