Recherche avancée

Médias (1)

Mot : - Tags -/publier

Autres articles (54)

  • Changer le statut par défaut des nouveaux inscrits

    26 décembre 2015, par

    Par défaut, lors de leur inscription, les nouveaux utilisateurs ont le statut de visiteur. Ils disposent de certains droits mais ne peuvent pas forcément publier leurs contenus eux-même etc...
    Il est possible de changer ce statut par défaut. en "rédacteur".
    Pour ce faire, un administrateur webmestre du site doit aller dans l’espace privé de SPIP en ajoutant ecrire/ à l’url de son site.
    Une fois dans l’espace privé, il lui faut suivre les menus configuration > Interactivité et activer (...)

  • Mise à jour de la version 0.1 vers 0.2

    24 juin 2013, par

    Explications des différents changements notables lors du passage de la version 0.1 de MediaSPIP à la version 0.3. Quelles sont les nouveautés
    Au niveau des dépendances logicielles Utilisation des dernières versions de FFMpeg (>= v1.2.1) ; Installation des dépendances pour Smush ; Installation de MediaInfo et FFprobe pour la récupération des métadonnées ; On n’utilise plus ffmpeg2theora ; On n’installe plus flvtool2 au profit de flvtool++ ; On n’installe plus ffmpeg-php qui n’est plus maintenu au (...)

  • MediaSPIP v0.2

    21 juin 2013, par

    MediaSPIP 0.2 est la première version de MediaSPIP stable.
    Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Comme pour la version précédente, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

Sur d’autres sites (5846)

  • Dreamcast Anniversary Programming

    10 septembre 2010, par Multimedia Mike — Game Hacking

    This day last year saw a lot of nostalgia posts on the internet regarding the Sega Dreamcast, launched 10 years prior to that day (on 9/9/99). Regrettably, none of the retrospectives that I read really seemed to mention the homebrew potential, which is the aspect that interested me. On the occasion of the DC’s 11th anniversary, I wanted to remind myself how to build something for the unit and do so using modern equipment and build tools.



    Background
    Like many other programmers, I initially gained interest in programming because I desired to program video games. Not content to just plunk out games on a PC, I always had a deep, abiding ambition to program actual video game hardware. That is, I wanted to program a purpose-built video game console. The Sega Dreamcast might be the most ideal candidate to ever emerge for that task. All that was required to run your own software on the unit was the console, a PC, some free software tools, and a special connectivity measure.

    The Equipment
    Here is the hardware required (ideally) to build software for the DC :

    • The console itself (I happen to have 3 of them laying around, as pictured above)
    • Some peripherals : Such as the basic DC controller, the DC keyboard (flagship title : Typing of the Dead), and the visual memory unit (VMU)


    • VGA box : The DC supported 480p gaming via a device that allowed you to connect the console straight to a VGA monitor via 15-pin D-sub. Not required for development, but very useful. I happen to have 3 of them from different third parties :


    • Finally, the connectivity measure for hooking the DC to the PC.
      There are 2 options here. The first is rare, expensive and relatively fast : A DC broadband adapter. The second is slower but much less expensive and relatively easy to come by– the DC coder’s cable. This was a DB-9 adapter on one end and a DC serial adapter on the other, and a circuit in the middle to monkey with voltage levels or some such ; I’m no electrical engineer. I procured this model from the notorious Lik Sang, well before that outfit was sued out of business.


    Dealing With Legacy
    Take a look at that coder’s cable again. DB-9 ? When was the last time you owned a computer with one of those ? And then think farther back to the last time to had occasion to plug something into one of those ports (likely a serial mouse).



    A few years ago, someone was about to toss out this Belkin USB to DB-9 serial converter when I intervened. I foresaw the day when I would dust off the coder’s cable. So now I can connect a USB serial cable to my Eee PC, which then connects via converter to a different serial cable, one which has its own conversion circuit that alters the connection to yet another type of serial cable.

    Bits is bits is bits as far as I’m concerned.



    Putting It All Together
    Now to assemble all the pieces (plus a monitor) into one development desktop :



    The monitor says “dcload 1.0.3, idle…”. That’s a custom boot CD-ROM that is patiently waiting to receive commands, code and data via the serial port.

    Getting The Software
    Back in the day, homebrew software development on the DC revolved around these components :

    • GNU binutils : for building base toolchains for the Hitachi SH-4 main CPU as well as the ARM7-based audio coprocessor
    • GNU gcc/g++ : for building compilers on top of binutils for the 2 CPUs
    • Newlib : a C library intended for embedded systems
    • KallistiOS : an open source, real-time OS developed for the DC

    The DC was my first exposure to building cross compilers. I developed some software for the DC in the earlier part of the decade. Now, I am trying to figure out how I did it, especially since I think I came up with a few interesting ideas at the time.

    Struggling With the Software Legacy
    The source for KallistiOS has gone untouched since about 2004 but is still around thanks to Sourceforge. The instructions for properly building the toolchain have been lost to time, or would be were it not for the Internet Archive’s copy of a site called Hangar Eleven. Also, KallistiOS makes reference to a program called ‘dc-tool’ which is needed on the client side for communicating with dcload. I was able to find this binary at the Boob ! site (well-known in DC circles).

    I was able to build the toolchain using binutils 2.20.1, gcc 4.5.1 and newlib 1.18.0. Building the toolchain is an odd process as it requires building the binutils, then building the C compiler, then newlib, and then building the C compiler again along with the C++ compiler because the C++ compiler depends on newlib.

    With some effort, I got the toolchain to build KallistiOS and most of its example programs. I documented most of the tweaks I had to make, several of them exactly the same as this one that I recently discovered while resurrecting a 10-year-old C program (common construct in C programming of old ?).

    Moment of Truth
    So I had some example programs built as ELF files. I told dc-tool to upload and run them on the waiting console. Unfortunately, the tool would just sort of stall, though some communication had evidently taken place. It has been many years since I have seen this in action but I recall that something more ought to be happening.

    Plan B (Hardware)
    This is the point that I remember that I have been holding onto one rather old little machine that still has a DB-9 serial port. It’s not especially ergonomic to set up. I have to run it on my floor because, to connect it to my network, I need to run a 25′ ethernet cable that just barely reaches from the other room. The machine doesn’t seem to like USB keyboards, which is a shame since I have long since ditched any PS/2 keyboards. Fortunately, the box still has an old Gentoo distro and is running sshd, a holdover from its former life as a headless box.



    Now when I run dc-tool, both the PC and DC report the upload progress while pretty overscan bars oscillate on the DC’s monitor. Now I’m back in business, until…

    Plan C (Software)
    None of these KallistiOS example programs are working. Some are even reporting catastrophic failures (register dumps) via the serial console. That’s when I remember that gcc can be a bit fickle on CPU architectures that are not, shall we say, first-class citizens. Back in the day, gcc 2.95 was a certified no-go for SH-4 development. 3.0.3 or 3.0.4 was called upon at the time. As I’m hosting this toolchain on x86_64 right now, gcc 3.0.4 can’t even be built (predates the architecture).

    One last option : As I searched through my old DC project directories, I found that I still have a lot of the resulting binaries, the ones I built 7-8 years ago. I upload a few of those and I finally see homebrew programming at work again, including this old program (described in detail here).

    Next Steps
    If I ever feel like revisiting this again, I suppose I can try some of the older 4.x series to see if they build valid programs. Alternatively, try building an x86_32-hosted 3.0.4 toolchain which ought to be a known good. And if that fails, search a little bit more to find that there are still active Dreamcast communities out there on the internet which probably have development toolchain binaries ready for download.

  • Inside WebM Technology : The VP8 Alternate Reference Frame

    15 juin 2010, par noreply@blogger.com (John Luther) — inside webm, vp8

    Since the WebM project was open-sourced just a week ago, we’ve seen blog posts and articles about its capabilities. As an open project, we welcome technical scrutiny and contributions that improve the codec. We know from our extensive testing that VP8 can match or exceed other leading codecs, but to get the best results, it helps to understand more about how the codec works. In this first of a series of blog posts, I’ll explain some of the fundamental techniques in VP8, along with examples and metrics.

    The alternative reference frame is one of the most exciting quality innovations in VP8. Let’s delve into how VP8 uses these frames to improve prediction and thereby overall video quality.

    Alternate Reference Frames in VP8

    VP8 uses three types of reference frames for inter prediction : the last frame, a "golden" frame (one frame worth of decompressed data from the arbitrarily distant past) and an alternate reference frame. Overall, this design has a much smaller memory footprint on both encoders and decoders than designs with many more reference frames. In video compression, it is very rare for more than three reference frames to provide significant quality benefit, but the undesirable increase in memory footprint from the extra frames is substantial.

    Unlike other types of reference frames used in video compression, which are displayed to the user by the decoder, the VP8 alternate reference frame is decoded normally but is never shown to the user. It is used solely as a reference to improve inter prediction for other coded frames. Because alternate reference frames are not displayed, VP8 encoders can use them to transmit any data that are helpful to compression. For example, a VP8 encoder can construct one alternate reference frame from multiple source frames, or it can create an alternate reference frame using different macroblocks from hundreds of different video frames.

    The current VP8 implementation enables two different types of usage for the alternate reference frame : noise-reduced prediction and past/future directional prediction.

    Noise-Reduced Prediction

    The alternate reference frame is transmitted and decoded similar to other frames, hence its usage does not add extra computation in decoding. The VP8 encoder however is free to use more sophisticated processing to create them in off-line encoding. One application of the alternate reference frame is for noise-reduced prediction. In this application, the VP8 encoder uses multiple input source frames to construct one reference frame through temporal or spatial noise filtering. This "noise-free" alternate reference frame is then used to improve prediction for encoding subsequent frames.

    You can make use of this feature by setting ARNR parameters in VP8 encoding, where ARNR stands for "Alternate Reference Noise Reduction." A sample two-pass encoding setting with the parameters :

    --arnr-maxframes=5 --arnr-strength=3

    enables the encoder to use "5" consecutive input source frames to produce one alternate reference frame using a filtering strength of "3". Here is an example showing the quality benefit of using this experimental "ARNR" feature on the standard test clip "Hall Monitor." (Each line on the graph represents the quality of an encoded stream on a given clip at multiple datarates. The higher points on the Y axis (PSNR) indicates the stream with the better quality.)


    The only difference between the two curves in the graph is that VP8_ARNR was produced by encodings with ARNR parameters and VP8_NO_ARNR was not. As we can see from the graph, noise reduced prediction is very helpful to compression quality when encoding noisy sources. We’ve just started to explore this idea but have already seen strong improvements on noisy input clips similar to this "Hall Monitor." We feel there’s a lot more we can do in this area.

    Improving Prediction without B Frames

    The lack of B frames in VP8 has sparked some discussion about its ability to achieve competitive compression efficiency. VP8 encoders, however, can make intelligent use of the golden reference and the alternate reference frames to compensate for this. The VP8 encoder can choose to transmit an alternate reference frame similar to a "future" frame, and encoding of subsequent frames can make use of information from the past (last frame and golden frame) and from the future (alternate reference frame). Effectively, this helps the encoder to achieve results similar to bidirectional (B frame) prediction without requiring frame reordering in the decoder. Running in two-pass encoding mode, compression can be improved in the VP8 encoder by using encoding parameters that enable lagged encoding and automatic placement of alternate reference frames :

    --auto-alt-ref=1 --lag-in-frames=16

    Used this way, the VP8 encoder can achieve improved prediction and compression efficiency without increasing the decoder’s complexity :


    In the video compression community, "Mobile and calendar" is known as a clip that benefits significantly from the usage of B frames. The graph above illustrates that the use of alternate reference frame benefits VP8 significantly without using B frames.

    Keep an eye on this blog for more posts about VP8 encoding. You can find more information on above encoding parameters or other detailed instructions to use with our VP8 encoders on our site, or join our discussion list.

    Yaowu Xu, Ph.D. is a codec engineer at Google.

  • V-Ray .exr to mp4 ffmpeg Stuttering

    8 octobre 2024, par OlivierArgentieri

    I have an issue using ffmpeg with V-Ray exr.

    


    I'm trying to export .mp4 from .exr, so ihave used this command

    


    


    ffmpeg.exe -y -start_number 1 -framerate 25 -i D :\temp\WAC_TEST\what_about_cooking_sq01_p040_rendering_main_publish_v000.%4d.exr -pix_fmt gbrapf32le D :/out_vray_exr.mp4

    


    


    I checked parameters using

    


    


    ffmpeg.exe -y -start_number 1 -i D :\temp\WAC_TEST\what_about_cooking_sq01_p040_rendering_main_publish_v000.%4d.exr

    


    


    Result :

    


    


    Input #0, image2, from Input #0, image2, from 'D :\temp\WAC_TEST\what_about_cooking_sq01_p040_rendering_main_publish_v000.%4d.exr' :
Duration : 00:00:02.00, start : 0.000000, bitrate : N/A
Stream #0:0 : Video : exr, gbrapf32le, 2840x1210 [SAR 1:1 DAR 284:121], 25 fps, 25 tbr, 25 tbn

    


    


    Finally, Exported video are unreadable by windows player and KMplayer
enter image description here

    


    I can play the video using VLC. but i got stuttering frame like this :
https://www.youtube.com/watch?v=C8MawpkKGfc

    


    To understand this behaviour i have export .exr sequence to .png and i got this
enter image description here

    


    I also tried this command with a simple cube animation using mantra on Houdini, it's just work perfectly, but if i export this cube animation using vray, i got stuterring frame and this strange behaviour.

    


    Thank you.