I am very new to the HM HEVC (and the JEM) reference software, and I am currently trying to understand the source code. I want to add some lines to display for each component: name of Algo (i.e. inter/intra Algos) + length of the bitstream+ position in output bin file.
To know which component cost more bits to code and how codec is working. I want to do same thing for the JEM also after that.
my problem first is that I am unable of understanding a lot of function there, the comment is not sufficient, so is there any references to understand the code??!! (I already read the Manuel ,doesn’t help).
2nd I don’t know where & how exactly to add these lines; is it in TEncGOP, TEncSlice or TEncCU. Ps: I don’t think in TEncGOP.compressGOP so maybe in the 2 other classes.
(I put the answer to comment that #Mourad put four hours ago here, becuase it will be long)
I assume that you could manage to find where the actual encoding after the RDO loop is implemented. As you correctly mentioned, xEncodeCU is the function you need to refer to make sure you are not still in the RDO.
Now you need to find the exact function in xEncodeCU that is responsible for your target codec tool.
For instance, if you want to count the number of bits for coefficient coding, you should be looking into the m_pcEntropyCoder->encodeCoeff() (It's a JEM function and may have different name in the HM). Once you find this line in the xEncodeCU, you may do this and get the number of bits written inside encodeCoeff() function:
UInt b_before = m_pcEntropyCoder->getNumberOfWrittenBits();
m_pcEntropyCoder->encodeCoeff( ... );
UInt b_after = m_pcEntropyCoder->getNumberOfWrittenBits();
UInt writtenBitsCoeff = b_after - b_before;
One important point: as you cas see, the function getNumberOfWrittenBits() gives you integer rates, which is obtained by rounding sum of fractional rates corresponding to all syntax elements coded inside the function encodeCoeff. This error might or might not be acceptable, depending on your problem. For example, if instead of coefficient coding rate, you wanted to know the rate of CBF, then this error would not be acceptable at all. Because, CBF rate is mostly less than one bit. If this is your case, then you would need to calculate the fractional bits one-by-one. It would be totally different and relatively more complicated than this.
Point 1: There is one rule of tumb that logging coding decisions (e.g. pred mode, MV, IPM, block size) is much easier at the decoder side than encoder. This is because of the fact that you have super complicated RDO process at the encoder side that can easily make you get lost in the loops. But at the decoder side, everything appears only once. However, if you insist on doing it at the encoder side, you may find some tips here: Get some information from HEVC reference software
Point 2: Unlike coding decisions, logging rate (i.e. number of written bits for different syntax elements) is more complicated at the decoder side than encoder. This is particularly true for fractional bits associated to anything that is encoded in non-EP mode (i.e. with CABAC contexts). So you may do this part at the ecoder side. But I am afraid it is not easy.
Point 3: I think the best way to understand the code is to read it line-by-line. It's very time-consuming but if you theoritically know the standard(s), you will probably be able to distiguish important parts and ignore the rest.
PS: I think there are too many questions, mostly too general, in your post. It makes it a bit difficult for me to answer them all together. So you I'll wait for you to take your next step and ask more precise questions.
Related
EDIT
SOLVED
Solution was to use the long double versions of sin & cos: sinl & cosl.
It is my first post here, so bear with me :).
I come today here to ask for your input on a small problem that I am having with a C application at work. Basically, I am computing an Extended Kalman Filter and one of my formulas (that I store in a variable) has multiple computations of sin and cos, at least 16 in total in the same line. I want to decrease the time it takes for the computation to be done, so the idea is to compute each cos and sin separately, store them in a variable, and then replace the variables back in the formula.
So I did this:
const ComputationType sin_Roll = compute_sin((ComputationType)(Roll));
const ComputationType sin_Pitch = compute_sin((ComputationType)(Pitch));
const ComputationType cos_Pitch = compute_cos((ComputationType)(Pitch));
const ComputationType cos_Roll = compute_cos((ComputationType)(Roll));
Where ComputationType is a macro definition (renaming) of the type Double. I know it looks ugly, a lot of maybe unnecessary castings, but this code is generated in Python and it was specifically designed so....
Also, compute_cos and compute_sin are defined as such:
#define compute_sin(a) sinf(a)
#define compute_cos(a) cosf(a)
My problem is the value I get from the "optimized" formula is different from the value of the original one.
I will post the code of both and I apologise in advance because it is very ugly and hard to follow but the main points where cos and sin have been replaced can be seen. This is my task, to clean it up and optimize it, but I am doing it step by step to make sure I don't introduce a bug.
So, the new value is:
ComputationType newValue = (ComputationType)(((((((ComputationType)-1.0))*(sin_Pitch))+((DT)*((((Dg_y)+((((ComputationType)-1.0))*(Gy)))*(cos_Pitch)*(cos_Roll))+(((Gz)+((((ComputationType)-1.0))*(Dg_z)))*(cos_Pitch)*(sin_Roll)))))*(cos_Pitch)*(cos_Roll))+((((DT)*((((Dg_y)+((((ComputationType)-1.0))*(Gy)))*(cos_Roll)*(sin_Pitch))+(((Gz)+((((ComputationType)-1.0))*(Dg_z)))*(sin_Pitch)*(sin_Roll))))+(cos_Pitch))*(cos_Roll)*(sin_Pitch))+((((ComputationType)-1.0))*(DT)*((((Gz)+((((ComputationType)-1.0))*(Dg_z)))*(cos_Roll))+((((ComputationType)-1.0))*((Dg_y)+((((ComputationType)-1.0))*(Gy)))*(sin_Roll)))*(sin_Roll)));
And the original is:
ComputationType originalValue = (ComputationType)(((((((ComputationType)-1.0))*(compute_sin((ComputationType)(Pitch))))+((DT)*((((Dg_y)+((((ComputationType)-1.0))*(Gy)))*(compute_cos((ComputationType)(Pitch)))*(compute_cos((ComputationType)(Roll))))+(((Gz)+((((ComputationType)-1.0))*(Dg_z)))*(compute_cos((ComputationType)(Pitch)))*(compute_sin((ComputationType)(Roll)))))))*(compute_cos((ComputationType)(Pitch)))*(compute_cos((ComputationType)(Roll))))+((((DT)*((((Dg_y)+((((ComputationType)-1.0))*(Gy)))*(compute_cos((ComputationType)(Roll)))*(compute_sin((ComputationType)(Pitch))))+(((Gz)+((((ComputationType)-1.0))*(Dg_z)))*(compute_sin((ComputationType)(Pitch)))*(compute_sin((ComputationType)(Roll))))))+(compute_cos((ComputationType)(Pitch))))*(compute_cos((ComputationType)(Roll)))*(compute_sin((ComputationType)(Pitch))))+((((ComputationType)-1.0))*(DT)*((((Gz)+((((ComputationType)-1.0))*(Dg_z)))*(compute_cos((ComputationType)(Roll))))+((((ComputationType)-1.0))*((Dg_y)+((((ComputationType)-1.0))*(Gy)))*(compute_sin((ComputationType)(Roll)))))*(compute_sin((ComputationType)(Roll)))));
What I want is to get the same value as in the original formula. To compare them I use memcmp.
Any help is welcome. I kindly thank you in advance :).
EDIT
I will post also the values that I get.
New value : -1.2214615708217025e-005
Original value : -1.2214615708215651e-005
They are similar up to a point, but the application is safety critical and it is necessary to validate the results.
You can not meet your expectation for a couple of reasons.
By altering the code you adjust the machine instructions being used in subtle ways that will impact the final value.
For instance if originally it was using fused multiplies and adds and this is no longer happening it will change the result.
You don't mention the target architecture. Some architectures retain more than 64bits in the floating point pipeline. These extra bits get rounded when forced into 64bit memory. Again altering how this works will have minor effects on the final output.
I have a question that's very specific, yet very general at the same time. (Also, I don't know if this is quite the right site for this.)
The Scenario
Let's say I have an uncompressed video vid.avi. It is then run through [Some compression algorithm], which is lossy. I want to compare vid.avi and the new, compressed file to determine just how much data was lost in the compression. How can I compare the files and how can I measure the difference between the two, using the original as the reference point? Is it possible at all? I would prefer a generic answer that will work with any language, but I would also gladly accept an answer that's specific to a language.
EDIT: Let me be more specific. I want something that compares two video files in a similar way that the Notepad++ Compare plugin compares text files. I just want to find out how close each individual pixel's colour is to the original file's colour for that pixel.
Thanks in advance, and thank you for taking the time to read this question.
It is generally the change in video quality that people want to measure when comparing compression methods, rather than a loss of data.
If you did want to measure somehow the data loss, you would have to define what you mean by 'data' and how you wanted to measure it. Video compression is quite complex and the approach may even differ frame by frame within a video. Data could mean the colour depth for each pixel, the number of frames per second, whether a frame is encoded based on a delay to other frames etc.
Video quality is subjective so the reduction in quality after compression will not be an absolute value. The usual way to measure the quality is similar to the technique used for audio - Mean Opinion Score: https://en.wikipedia.org/wiki/Mean_opinion_score. Its essentially uses a well defined process to try to apply some objectivity to a test audiences subjective experience.
i am sending the following data to the arduino over serial:
c1:255c2:0c3:0c4:255c5:0
i need to separate this into 5 variables, so it will eventually become
val1=255
val2=0
val3=0
val4=255
val5=0
so my first step would be to separate the incoming serial data into
c1:255
c2:0
c3:0
c4:255
c5:0
then to parse the data so that it drops the correct integer into the correct variable so the int in c1 becomes val1 etc.
This will eventually let me set a value and so i need to be able to recall the value easily.
i understand i need to use an array but i have spent hours looking at how to do this and got nowhere, can someone show me how to do each of these steps, i am a NOOB so be kind! thanks
Not to give it all way, in basket, the following links of my projects have similar features that you are looking for. From there code you will find the pieces of the puzzles of how to build the array and dissect it looking for the desired components you are looking for:
http://mpflaga.github.io/Sparkfun-MP3-Player-Shield-Arduino-Library/_file_player_8ino_source.html#l00132
https://gist.github.com/mpflaga/5350562#file-trackplayer-ino-L131
https://gist.github.com/mpflaga/5351285#file-filenameplayer-ino-L123
Not to say there are better ways.
I'm doing a project with a lot of calculation and i got an idea is throw pieces of work to GPU, but i wonder whether could we retrieve results from GLSL, if it is posible, how?
GLSL does not provide outputs besides what is placed in the frame buffer.
To program a GPU and get results more conveniently, use CUDA (NVidia only) or OpenCL (cross-platform).
In general, what you want to do is use OpenCL for general-purpose GPU tasks. However, if you are insistent about pretending that OpenGL is not a rendering API...
Framebuffer Objects make it relatively easy to render to multiple outputs. This of course means that you have to structure your processing such that what gets rendered matches what you want. You can render to 32-bit floating-point "images", so you have access to plenty of precision. The biggest difficulty is what I stated: figuring out how to structure your task to match rendering.
It's a bit easier when using transform feedback. This is the ability to write the output of the vertex (or geometry) shader processing to a buffer object. This still requires structuring your tasks into something like rendering, but it's easier because vertex shaders have a strict one-vertex-to-one-vertex mapping. For every input vertex, there is exactly one output. And if you draw GL_POINTS, it's not too difficult to use attributes to pass the data that changes.
Both easier and harder is the use of shader_image_load_store. This is effectively the ability to read/write from/to arbitrary images "whenever you want". I put that last part in quotes because there are lots of esoteric rules about data race conditions: reading from a value written by another shader invocation and so forth. These are not trivial to deal with. You can try to structure your code to avoid them, by not writing to the same image location in the same shader. But in many cases, if you could do that, you could just render to the framebuffer.
Ultimately, it's pretty much impossible to answer this question in the general case, without knowing what exactly you're trying to actually do. How you approach GPGPU through a rendering API depends greatly on exactly what you're trying to compute.
We're currently using the Silverlight VideoSink to capture video from users' local webcams, kinda like so:
protected override void OnSample(long sampleTime, long frameDuration, byte[] sampleData)
{
if (FrameShouldBeSubmitted())
{
byte[] resampledData = ResizeFrame(sampleData);
mediaController.SetVideoFrame(resampledData);
}
}
Now, on most of the machines that we've tested, the video sample provided in the byte[] sampleData parameter is upside-down, i.e., if you try to take the RGBA data and turn it into, say, a WriteableBitmap, the bitmap will be upside-down. That's odd, but fairly easy to correct, of course -- you just have to reverse the array as you encode it.
The problem is that at least on some machines (e.g., the single Macintosh in our test environment), the video sample provided is no longer upside-down, but right-side up, and hence, flipping the image actually results in an image that's received upside-down on the far side.
I reported this to MS as a bug, but their (terse) response was that it was "As Designed". Further attempts at clarification have so far been ignored.
Now, I'll grant that it's kinda entertaining to imagine the discussions behind this design decision: "OK, just to make it interesting, let's play the video rightside up on a Mac, but let's turn it upside down for Windows!" "Great idea!" "Yeah, that'll keep those developers guessing!" But beyond that, I can't find this, umm, "feature" documented anywhere, nor can I find any documentation on how one is supposed to be able to tell that a given video sample is upside down or rightside up. Any thoughts on how to tell this?
EDIT 3/29/10 4:50 pm - I got a response from MS which said that the appropriate way to tell was through the Stride property on the VideoFormat object, i.e., if the stride value is negative, the image will be upside-down. However, my own testing indicates that unless I'm doing something wrong, this isn't the case. At least on my own machine, whether the stride value is zero or negative (the only options I see), the sampled image is still upside-down.
I was going to suggest looking at VideoFormat.Stride provided at VideoSink.OnFormatChange but then I noticed your edit. I went ahead and tested it at my dev machine, image is upside down and stride is negative as expected. Have you checked again recently?
Even though stride made perfect sense for native applications (using stride at pointer operations), I agree that current behavior is not what you expect from a modern API. However performance wise, it is better not to make changes on data received from native API.
Yet at this point, while we are talking about performance, why not provide samples in formats other than PixelFormatType.Format32bppArgb so that we can avoid color space conversion? BTW, there is a VideoCaptureDevice.DesiredFormat property which only works for resolution as there is no alternative to PixelFormatType.Format32bppArgb.