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  • 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 (...)

  • Mise à disposition des fichiers

    14 avril 2011, par

    Par défaut, lors de son initialisation, MediaSPIP ne permet pas aux visiteurs de télécharger les fichiers qu’ils soient originaux ou le résultat de leur transformation ou encodage. Il permet uniquement de les visualiser.
    Cependant, il est possible et facile d’autoriser les visiteurs à avoir accès à ces documents et ce sous différentes formes.
    Tout cela se passe dans la page de configuration du squelette. Il vous faut aller dans l’espace d’administration du canal, et choisir dans la navigation (...)

  • MediaSPIP version 0.1 Beta

    16 avril 2011, par

    MediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Pour avoir une installation fonctionnelle, 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 (5958)

  • Playing H.264 video in an application through ffmpeg using DXVA2 acceleration

    28 avril 2012, par cloudraven

    I am trying to output H.264 video in a Windows application. I am moderately familiar with FFMPEG and I have been successful at getting it to play H.264 in a SDL window without a problem. Still, I would really benefit from using Hardware Acceleration (probably through DXVA2)

    I am reading raw H264 video, no container, no audio ... just raw video (and no B-frames, just I and P). Also, I know that all the systems that will use this applications have Nvidia GPUs supporting at least VP3.
    Given that set of assumptions I was hoping to cut some corners, make it simple instead of general, just have it working for my particular scenario.

    So far I know that I need to set the hardware acceleration in the codec context by filling the hwaccel member through a call to ff_find_hwaccel. My plan is to look at Media Player Classic Home Cinema which does a pretty good job at supporting DXVA2 using FFMPEG when decoding H.264. However, the code is quite large and I am not exactly sure where to look. I can find the place where ff_find_hwaccel is called in h264.c, but I was wondering where else should I be looking at.

    More specifically, I would like to know what is the minimum set of steps that I have to code to get DXVA2 through FFMPEG working ?

    EDIT : I am open to look at VLC or anything else if someone knows where I can find the "important" piece of code that does the trick. I just mentioned MPC-HC because I think it is the easiest to get to compile in Windows.

  • How does sunshine capture and stream the desktop

    24 juin 2024, par user16235056

    I am looking to understand the Sunshine project by Loki which works with moonlight to stream a desktop with very low latency based on Nvidia's GameStream.

    


    I looked at the source code on GitHub, but couldn't figure out how the screen is captured and the stream is converted to an RTSP packet.
I think they use ffmpeg to capture the screen.

    


    I did find the RTSP packet definition here

    


    Could someone explain how this works ?
I am trying to understand this on a low level, since I want to implement a similar program as part of a project later(probably in C++ itself).

    


    I don't have much experience here, but am looking to get my hands dirty ! :)

    


    Hope my question is clear and any help to understand this or other resources I could take a look at would be greatly appreciated.

    


  • Fully utilising hardware acceleration for ffmpeg cropping

    22 avril 2020, par user2384705

    I'm trying to crop several sections of one video (a screen recording), and am hoping to fully utilise NVIDIA graphics acceleration for the process. My understanding is that the cuvid codecs have crop capabilities built in, but when I run the video through ffmpeg, the CPU gets pegged. I believe the decoding and re-encoding is happening on the GPU, but I believe I could get better performance if everything took place on the GPU. What am I missing ? Thanks !

    



    ffmpeg -hwaccel cuda -c:v hevc_cuvid -i "foo.mp4" -filter_complex "[0:v]crop=1080:350:0:0[out1];[0:v]crop=1080:350:0:350[out2];[0:v]crop=1080:350:0:700[out3];[0:v]crop=1080:380:0:1080[out4];[0:v]crop=1080:380:0:1460[out5];[0:v]crop=1080:380:0:1835[out6];[0:v]crop=1080:380:0:2210[out7];[0:v]crop=1080:380:0:2590[out8]" -c:v hevc_nvenc -map [out1] out1.mp4 -map [out2] out2.mp4 -map [out3] out3.mp4 -map [out4] out4.mp4 -map [out5] out5.mp4 -map [out6] out6.mp4 -map [out7] out7.mp4 -map [out8] out8.mp4