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  • 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 (...)

  • 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
    If you think you have solved the bug, fill in a ticket and attach to it a corrective patch.
    You may also (...)

  • Configuration spécifique d’Apache

    4 février 2011, par

    Modules spécifiques
    Pour la configuration d’Apache, il est conseillé d’activer certains modules non spécifiques à MediaSPIP, mais permettant d’améliorer les performances : mod_deflate et mod_headers pour compresser automatiquement via Apache les pages. Cf ce tutoriel ; mode_expires pour gérer correctement l’expiration des hits. Cf ce tutoriel ;
    Il est également conseillé d’ajouter la prise en charge par apache du mime-type pour les fichiers WebM comme indiqué dans ce tutoriel.
    Création d’un (...)

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  • Firefox 4 with WebM Support in Beta

    8 juillet 2010, par noreply@blogger.com (John Luther)

    Congratulations to the Mozilla team on releasing the first Beta of Firefox 4. Downloads for Windows, Mac OS X and Linux are available on the Mozilla site.

  • VP8 : a retrospective

    13 juillet 2010, par Dark Shikari — DCT, VP8, speed

    I’ve been working the past few weeks to help finish up the ffmpeg VP8 decoder, the first community implementation of On2′s VP8 video format. Now that I’ve written a thousand or two lines of assembly code and optimized a good bit of the C code, I’d like to look back at VP8 and comment on a variety of things — both good and bad — that slipped the net the first time, along with things that have changed since the time of that blog post.

    These are less-so issues related to compression — that issue has been beaten to death, particularly in MSU’s recent comparison, where x264 beat the crap out of VP8 and the VP8 developers pulled a Pinocchio in the developer comments. But that was expected and isn’t particularly interesting, so I won’t go into that. VP8 doesn’t have to be the best in the world in order to be useful.

    When the ffmpeg VP8 decoder is complete (just a few more asm functions to go), we’ll hopefully be able to post some benchmarks comparing it to libvpx.

    1. The spec, er, I mean, bitstream guide.

    Google has reneged on their claim that a spec existed at all and renamed it a “bitstream guide”. This is probably after it was found that — not merely was it incomplete — but at least a dozen places in the spec differed wildly from what was actually in their own encoder and decoder software ! The deblocking filter, motion vector clamping, probability tables, and many more parts simply disagreed flat-out with the spec. Fortunately, Ronald Bultje, one of the main authors of the ffmpeg VP8 decoder, is rather skilled at reverse-engineering, so we were able to put together a matching implementation regardless.

    Most of the differences aren’t particularly important — they don’t have a huge effect on compression or anything — but make it vastly more difficult to implement a “working” VP8 decoder, or for that matter, decide what “working” really is. For example, Google’s decoder will, if told to “swap the ALT and GOLDEN reference frames”, overwrite both with GOLDEN, because it first sets GOLDEN = ALT, and then sets ALT = GOLDEN. Is this a bug ? Or is this how it’s supposed to work ? It’s hard to tell — there isn’t a spec to say so. Google says that whatever libvpx does is right, but I doubt they intended this.

    I expect a spec will eventually be written, but it was a bit obnoxious of Google — both to the community and to their own developers — to release so early that they didn’t even have their own documentation ready.

    2. The TM intra prediction mode.

    One thing I glossed over in the original piece was that On2 had added an extra intra prediction mode to the standard batch that H.264 came with — they replaced Planar with “TM pred”. For i4x4, which didn’t have a Planar mode, they just added it without replacing an old one, resulting in a total of 10 modes to H.264′s 9. After understanding and writing assembly code for TM pred, I have to say that it is quite a cool idea. Here’s how it works :

    1. Let us take a block of size 4×4, 8×8, or 16×16.

    2. Define the pixels bordering the top of this block (starting from the left) as T[0], T[1], T[2]…

    3. Define the pixels bordering the left of this block (starting from the top) as L[0], L[1], L[2]…

    4. Define the pixel above the top-left of the block as TL.

    5. Predict every pixel <X,Y> in the block to be equal to clip3( T[X] + L[Y] – TL, 0, 255).

    It’s effectively a generalization of gradient prediction to the block level — predict each pixel based on the gradient between its top and left pixels, and the topleft. According to the VP8 devs, it’s chosen by the encoder quite a lot of the time, which isn’t surprising ; it seems like a pretty good idea. As just one more intra pred mode, it’s not going to do magic for compression, but it’s a cool idea and elegantly simple.

    3. Performance and the deblocking filter.

    On2 advertised for quite some that VP8′s goal was to be significantly faster to decode than H.264. When I saw the spec, I waited for the punchline, but apparently they were serious. There’s nothing wrong with being of similar speed or a bit slower — but I was rather confused as to the fact that their design didn’t match their stated goal at all. What apparently happened is they had multiple profiles of VP8 — high and low complexity profiles. They marketed the performance of the low complexity ones while touting the quality of the high complexity ones, a tad dishonest. More importantly though, practically nobody is using the low complexity modes, so anyone writing a decoder has to be prepared to handle the high complexity ones, which are the default.

    The primary time-eater here is the deblocking filter. VP8, being an H.264 derivative, has much the same problem as H.264 does in terms of deblocking — it spends an absurd amount of time there. As I write this post, we’re about to finish some of the deblocking filter asm code, but before it’s committed, up to 70% or more of total decoding time is spent in the deblocking filter ! Like H.264, it suffers from the 4×4 transform problem : a 4×4 transform requires a total of 8 length-16 and 8 length-8 loopfilter calls per macroblock, while Theora, with only an 8×8 transform, requires half that.

    This problem is aggravated in VP8 by the fact that the deblocking filter isn’t strength-adaptive ; if even one 4×4 block in a macroblock contains coefficients, every single edge has to be deblocked. Furthermore, the deblocking filter itself is quite complicated ; the “inner edge” filter is a bit more complex than H.264′s and the “macroblock edge” filter is vastly more complicated, having two entirely different codepaths chosen on a per-pixel basis. Of course, in SIMD, this means you have to do both and mask them together at the end.

    There’s nothing wrong with a good-but-slow deblocking filter. But given the amount of deblocking one needs to do in a 4×4-transform-based format, it might have been a better choice to make the filter simpler. It’s pretty difficult to beat H.264 on compression, but it’s certainly not hard to beat it on speed — and yet it seems VP8 missed a perfectly good chance to do so. Another option would have been to pick an 8×8 transform instead of 4×4, reducing the amount of deblocking by a factor of 2.

    And yes, there’s a simple filter available in the low complexity profile, but it doesn’t help if nobody uses it.

    4. Tree-based arithmetic coding.

    Binary arithmetic coding has become the standard entropy coding method for a wide variety of compressed formats, ranging from LZMA to VP6, H.264 and VP8. It’s simple, relatively fast compared to other arithmetic coding schemes, and easy to make adaptive. The problem with this is that you have to come up with a method for converting non-binary symbols into a list of binary symbols, and then choosing what probabilities to use to code each one. Here’s an example from H.264, the sub-partition mode symbol, which is either 8×8, 8×4, 4×8, or 4×4. encode_decision( context, bit ) writes a binary decision (bit) into a numbered context (context).

    8×8 : encode_decision( 21, 0 ) ;

    8×4 : encode_decision( 21, 1 ) ; encode_decision( 22, 0 ) ;

    4×8 : encode_decision( 21, 1 ) ; encode_decision( 22, 1 ) ; encode_decision( 23, 1 ) ;

    4×4 : encode_decision( 21, 1 ) ; encode_decision( 22, 1 ) ; encode_decision( 23, 0 ) ;

    As can be seen, this is clearly like a Huffman tree. Wouldn’t it be nice if we could represent this in the form of an actual tree data structure instead of code ? On2 thought so — they designed a simple system in VP8 that allowed all binarization schemes in the entire format to be represented as simple tree data structures. This greatly reduces the complexity — not speed-wise, but implementation-wise — of the entropy coder. Personally, I quite like it.

    5. The inverse transform ordering.

    I should at some point write a post about common mistakes made in video formats that everyone keeps making. These are not issues that are patent worries or huge issues for compression — just stupid mistakes that are repeatedly made in new video formats, probably because someone just never asked the guy next to him “does this look stupid ?” before sticking it in the spec.

    One common mistake is the problem of transform ordering. Every sane 2D transform is “separable” — that is, it can be done by doing a 1D transform vertically and doing the 1D transform again horizontally (or vice versa). The original iDCT as used in JPEG, H.263, and MPEG-1/2/4 was an “idealized” iDCT — nobody had to use the exact same iDCT, theirs just had to give very close results to a reference implementation. This ended up resulting in a lot of practical problems. It was also slow ; the only way to get an accurate enough iDCT was to do all the intermediate math in 32-bit.

    Practically every modern format, accordingly, has specified an exact iDCT. This includes H.264, VC-1, RV40, Theora, VP8, and many more. Of course, with an exact iDCT comes an exact ordering — while the “real” iDCT can be done in any order, an exact iDCT usually requires an exact order. That is, it specifies horizontal and then vertical, or vertical and then horizontal.

    All of these transforms end up being implemented in SIMD. In SIMD, a vertical transform is generally the only option, so a transpose is added to the process instead of doing a horizontal transform. Accordingly, there are two ways to do it :

    1. Transpose, vertical transform, transpose, vertical transform.

    2. Vertical transform, transpose, vertical transform, transpose.

    These may seem to be equally good, but there’s one catch — if the transpose is done first, it can be completely eliminated by merging it into the coefficient decoding process. On many modern CPUs, particularly x86, transposes are very expensive, so eliminating one of the two gives a pretty significant speed benefit.

    H.264 did it way 1).

    VC-1 did it way 1).

    Theora (inherited from VP3) did it way 1).

    But no. VP8 has to do it way 2), where you can’t eliminate the transpose. Bah. It’s not a huge deal ; probably only 1-2% overall at most speed-wise, but it’s just a needless waste. What really bugs me is that VP3 got it right — why in the world did they screw it up this time around if they got it right beforehand ?

    RV40 is the other modern format I know that made this mistake.

    (NB : You can do transforms without a transpose, but it’s generally not worth it unless the intermediate needs 32-bit math, as in the case of the “real” iDCT.)

    6. Not supporting interlacing.

    THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU.

    Interlacing was the scourge of H.264. It weaseled its way into every nook and cranny of the spec, making every decoder a thousand lines longer. H.264 even included a highly complicated — and effective — dedicated interlaced coding scheme, MBAFF. The mere existence of MBAFF, despite its usefulness for broadcasters and others still stuck in the analog age with their 1080i, 576i , and 480i content, was a blight upon the video format.

    VP8 has once and for all avoided it.

    And if anyone suggests adding interlaced support to the experimental VP8 branch, find a straightjacket and padded cell for them before they cause any real damage.

  • Brute Force Dimensional Analysis

    15 juillet 2010, par Multimedia Mike — Game Hacking, Python

    I was poking at the data files of a really bad (is there any other kind ?) interactive movie video game known simply by one letter : D. The Sega Saturn version of the game is comprised primarily of Sega FILM/CPK files, about which I wrote the book. The second most prolific file type bears the extension ’.dg2’. Cursory examination of sample files revealed an apparently headerless format. Many of the video files are 288x144 in resolution. Multiplying that width by that height and then doubling it (as in, 2 bytes/pixel) yields 82944, which happens to be the size of a number of these DG2 files. Now, if only I had a tool that could take a suspected raw RGB file and convert it to a more standard image format.

    Here’s the FFmpeg conversion recipe I used :

     ffmpeg -f rawvideo -pix_fmt rgb555 -s 288x144 -i raw_file -y output.png
    

    So that covers the files that are suspected to be 288x144 in dimension. But what about other file sizes ? My brute force approach was to try all possible dimensions that would yield a particular file size. The Python code for performing this operation is listed at the end of this post.

    It’s interesting to view the progression as the script compresses to different sizes :



    That ’D’ is supposed to be red. So right away, we see that rgb555(le) is not the correct input format. Annoyingly, FFmpeg cannot handle rgb555be as a raw input format. But this little project worked well enough as a proof of concept.

    If you want to toy around with these files (and I know you do), I have uploaded a selection at : http://multimedia.cx/dg2/.

    Here is my quick Python script for converting one of these files to every acceptable resolution.

    work-out-resolution.py :

    PYTHON :
    1. # !/usr/bin/python
    2.  
    3. import commands
    4. import math
    5. import os
    6. import sys
    7.  
    8. FFMPEG = "/path/to/ffmpeg"
    9.  
    10. def convert_file(width, height, filename) :
    11.  outfile = "%s-%dx%d.png" % (filename, width, height)
    12.  command = "%s -f rawvideo -pix_fmt rgb555 -s %dx%d -i %s -y %s" % (FFMPEG, width, height, filename, outfile)
    13.  commands.getstatusoutput(command)
    14.  
    15. if len(sys.argv) <2 :
    16.  print "USAGE : work-out-resolution.py <file>"
    17.  sys.exit(1)
    18.  
    19. filename = sys.argv[1]
    20. if not os.path.exists(filename) :
    21.  print filename + " does not exist"
    22.  sys.exit(1)
    23.  
    24. filesize = os.path.getsize(filename) / 2
    25.  
    26. limit = int(math.sqrt(filesize)) + 1
    27. for i in xrange(1, limit) :
    28.  if filesize % i == 0 and filesize & 1 == 0 :
    29.   convert_file(i, filesize / i, filename)
    30.   convert_file(filesize / i, i, filename)