annotate org/capture-video.org @ 6:e3c6d1c1cb00

fixing ray casting problem
author Robert McIntyre <rlm@mit.edu>
date Sun, 23 Oct 2011 00:17:54 -0700
parents 50c92af2018e
children 97703c7f020e
rev   line source
rlm@0 1 #+title: Capture Live Video Feeds from JMonkeyEngine
rlm@0 2 #+author: Robert McIntyre
rlm@0 3 #+email: rlm@mit.edu
rlm@0 4 #+description: Capture video from a JMonkeyEngine3 Application with Xuggle, and use gstreamer to compress the video to upload to YouTube.
rlm@0 5 #+keywords: JME3, video, Xuggle, JMonkeyEngine, youtube, capture video, Java
rlm@4 6 #+SETUPFILE: ../../aurellem/org/setup.org
rlm@4 7 #+INCLUDE: ../../aurellem/org/level-0.org
rlm@0 8
rlm@0 9
rlm@0 10 * The Problem
rlm@0 11 So you've made your cool new JMonkeyEngine3 game and you want to
rlm@0 12 create a demo video to show off your hard work. Screen capturing is
rlm@0 13 the most straightforward way to do this, but it can slow down your
rlm@0 14 game and produce low-quality video as a result. A better way is to
rlm@0 15 record a video feed directly from the game while it is
rlm@0 16 running.
rlm@0 17
rlm@0 18 In this post, I'll explain how you can alter your JMonkeyEngine3 game
rlm@0 19 to output video while it is running. The main trick is to alter the
rlm@0 20 pace of JMonkeyEngine3's in-game time: we allow the engine as much
rlm@0 21 time as it needs to compute complicated in-game events and to encode
rlm@0 22 video frames. As a result, the game appears to speed up and slow down
rlm@0 23 as the computational demands shift, but the end result is perfectly
rlm@0 24 smooth video output at a constant framerate.
rlm@0 25
rlm@0 26
rlm@0 27 * Game-time vs. User-time vs. Video-time
rlm@0 28
rlm@0 29 A standard JME3 application that extends =SimpleApplication= or
rlm@0 30 =Application= tries as hard as it can to keep in sync with
rlm@0 31 /user-time/. If a ball is rolling at 1 game-mile per game-hour in the
rlm@0 32 game, and you wait for one user-hour as measured by the clock on your
rlm@0 33 wall, then the ball should have traveled exactly one game-mile. In
rlm@0 34 order to keep sync with the real world, the game throttles its physics
rlm@0 35 engine and graphics display. If the computations involved in running
rlm@0 36 the game are too intense, then the game will first skip frames, then
rlm@0 37 sacrifice physics accuracy. If there are particuraly demanding
rlm@0 38 computations, then you may only get 1 fps, and the ball may tunnel
rlm@0 39 through the floor or obstacles due to inaccurate physics simulation,
rlm@0 40 but after the end of one user-hour, that ball will have traveled one
rlm@0 41 game-mile.
rlm@0 42
rlm@0 43 When we're recording video, we don't care if the game-time syncs with
rlm@0 44 user-time, but instead whether the time in the recorded video
rlm@0 45 (video-time) syncs with user-time. To continue the analogy, if we
rlm@0 46 recorded the ball rolling at 1 game-mile per game-hour and watched the
rlm@0 47 video later, we would want to see 30 fps video of the ball rolling at
rlm@0 48 1 video-mile per /user-hour/. It doesn't matter how much user-time it
rlm@0 49 took to simulate that hour of game-time to make the high-quality
rlm@0 50 recording.
rlm@0 51
rlm@0 52 * COMMENT Two examples to clarify the point:
rlm@0 53 ** Recording from a Simple Simulation
rlm@0 54
rlm@0 55 *** Without a Special Timer
rlm@0 56 You have a simulation of a ball rolling on an infinite empty plane at
rlm@0 57 one game-mile per game-hour, and a really good computer. Normally,
rlm@0 58 JME3 will throttle the physics engine and graphics display to sync the
rlm@0 59 game-time with user-time. If it takes one-thousandth of a second
rlm@0 60 user-time to simulate one-sixtieth of a second game time and another
rlm@0 61 one-thousandth of a second to draw to the screen, then JME3 will just
rlm@0 62 sit around for the remainder of $\frac{1}{60} - \frac{2}{1000}$
rlm@0 63 user-seconds, then calculate the next frame in $\frac{2}{1000}$
rlm@0 64 user-seconds, then wait, and so on. For every second of user time that
rlm@0 65 passes, one second of game-time passes, and the game will run at 60
rlm@0 66 frames per user-second.
rlm@0 67
rlm@0 68
rlm@0 69 *** With a Special Timer
rlm@0 70 Then, you change the game's timer so that user-time will be synced to
rlm@0 71 video-time. Assume that encoding a single frame takes 0 seconds
rlm@0 72 user-time to complete.
rlm@0 73
rlm@0 74 Now, JME3 takes advantage of all available resources. It still takes
rlm@0 75 one-thousandth of a second to calculate a physics tick, and another
rlm@0 76 one-thousandth to render to the screen. Then it takes 0 seconds to
rlm@0 77 write the video frame to disk and encode the video. In only one second
rlm@0 78 of user time, JME3 will complete 500 physics-tick/render/encode-video
rlm@0 79 cycles, and $\frac{500}{60}=8\frac{1}{3}$ seconds of game-time will
rlm@0 80 have passed. Game-time appears to dilate $8\frac{1}{3}\times$ with
rlm@0 81 respect to user-time, and in only 7.2 minutes user-time, one hour of
rlm@0 82 video will have been recorded. The game itself will run at 500 fps.
rlm@0 83 When someone watches the video, they will see 60 frames per
rlm@0 84 user-second, and $\frac{1}{60}$ video-seconds will pass each frame. It
rlm@0 85 will take exactly one hour user-time (and one hour video-time) for the
rlm@0 86 ball in the video to travel one video-mile.
rlm@0 87
rlm@0 88 ** Recording from a Complex Simulation
rlm@0 89
rlm@0 90 *** Without a Special Timer
rlm@0 91 You have a simulation of a ball rolling on an infinite empty plane at
rlm@0 92 one game-mile per game-hour accompanied by multiple explosions
rlm@0 93 involving thousands of nodes, particle effects, and complicated shadow
rlm@0 94 shaders to create realistic shadows. You also have a slow
rlm@0 95 laptop. Normally, JME3 must sacrifice rendering and physics simulation
rlm@0 96 to try to keep up. If it takes $\frac{1}{120}$ of a user-second to
rlm@0 97 calculate $\frac{1}{60}$ game-seconds, and an additional
rlm@0 98 $\frac{1}{60}$ of a user-second to render to screen, then JME3 has
rlm@0 99 it's work cut out for it. In order to render to the screen, it will
rlm@0 100 first step the game forward by up to four physics ticks before
rlm@0 101 rendering to the screen. If it still isn't fast enough then it will
rlm@0 102 decrease the accuracy of the physics engine until game-time and user
rlm@0 103 time are synched or a certain threshold is reached, at which point the
rlm@0 104 game visibly slows down. In this case, JME3 continuously repeat a
rlm@0 105 cycle of two physics ticks, and one screen render. For every
rlm@0 106 user-second that passes, one game-second will pass, but the game will
rlm@0 107 run at 30 fps instead of 60 fps like before.
rlm@0 108
rlm@0 109 *** With a Special Timer
rlm@0 110 Then, you change the game's timer so that user-time will be synced to
rlm@0 111 video-time. Once again, assume video encoding takes $\frac{1}{60}$ of
rlm@0 112 a user-second.
rlm@0 113
rlm@0 114 Now, JME3 will spend $\frac{1}{120}$ of a user-second to step the
rlm@0 115 physics tick $\frac{1}{60}$ game-seconds, $\frac{1}{60}$ to draw to
rlm@0 116 the screen, and an additional $\frac{1}{60}$ to encode the video and
rlm@0 117 write the frame to disk. This is a total of $\frac{1}{24}$
rlm@0 118 user-seconds for each $\frac{1}{60}$ game-seconds. It will take
rlm@0 119 $(\frac{60}{24} = 2.5)$ user-hours to record one game-hour and game-time
rlm@0 120 will appear to flow two-fifths as fast as user time while the game is
rlm@0 121 running. However, just as in example one, when all is said and done we
rlm@0 122 will have an hour long video at 60 fps.
rlm@0 123
rlm@0 124
rlm@0 125 * COMMENT proposed names for the new timer
rlm@0 126 # METRONOME
rlm@0 127 # IsoTimer
rlm@0 128 # EvenTimer
rlm@0 129 # PulseTimer
rlm@0 130 # FixedTimer
rlm@0 131 # RigidTimer
rlm@0 132 # FixedTempo
rlm@0 133 # RegularTimer
rlm@0 134 # MetronomeTimer
rlm@0 135 # ConstantTimer
rlm@0 136 # SteadyTimer
rlm@0 137
rlm@0 138
rlm@0 139 * =IsoTimer= records time like a metronome
rlm@0 140
rlm@0 141 The easiest way to achieve this special timing is to create a new
rlm@0 142 timer that always reports the same framerate to JME3 every time it is
rlm@0 143 called.
rlm@0 144
rlm@0 145
rlm@0 146 =./jme3/src/core/com/jme3/system/IsoTimer.java=
rlm@0 147 #+include ./jme3/src/core/com/jme3/system/IsoTimer.java src java
rlm@0 148
rlm@0 149 If an Application uses this =IsoTimer= instead of the normal one, we
rlm@0 150 can be sure that every call to =simpleUpdate=, for example, corresponds
rlm@0 151 to exactly $(\frac{1}{fps})$ seconds of game-time.
rlm@0 152
rlm@0 153 In order to facilitate setting the =Timer= in user code, I added
rlm@0 154 getter and setter methods to =Application.java=.
rlm@0 155
rlm@0 156 In =./jme3/src/core/com/jme3/app/Application.java= I added:
rlm@0 157 #+include ./jme3/src/core/com/jme3/app/Application.java src java :lines "340-356"
rlm@0 158
rlm@0 159 * Encoding to Video
rlm@0 160
rlm@0 161 Now that the issue of time is solved, we just need a function that
rlm@0 162 writes each frame to a video. We can put this function somewhere
rlm@0 163 where it will be called exactly one per frame.
rlm@0 164
rlm@0 165 JME3 already provides exactly the class we need: the =SceneProcessor=
rlm@0 166 class can be attached to any viewport and the methods defined therein
rlm@0 167 will be called at the appropriate points in the rendering process.
rlm@0 168
rlm@0 169 If you want to generate video from Java, a great option is [[http://www.xuggle.com/][Xuggle]]. It
rlm@0 170 takes care of everything related to video encoding and decoding and
rlm@0 171 runs on Windows, Linux and Mac. Out of all the video frameworks for
rlm@0 172 Java I personally like this one the best.
rlm@0 173
rlm@0 174 Here is a =SceneProcessor= that uses [[http://www.xuggle.com/][Xuggle]] to write each frame to a
rlm@0 175 video file.
rlm@0 176
rlm@0 177 =./jme3/src/core/com/jme3/app/VideoProcessor.java=
rlm@0 178 #+include ./jme3/src/core/com/jme3/app/VideoProcessor.java src java
rlm@0 179
rlm@0 180 With this, we are able to record video!
rlm@0 181
rlm@0 182 * Hello Video!
rlm@0 183
rlm@0 184 I've taken [[http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/helloworld/HelloLoop.java][=./jme3/src/test/jme3test/helloworld/HelloLoop.java=]] and
rlm@0 185 augmented it with video output as follows:
rlm@0 186
rlm@0 187 =./jme3/src/test/jme3test/helloworld/HelloVideo.java=
rlm@0 188 #+include ./jme3/src/test/jme3test/helloworld/HelloVideo.java src java
rlm@0 189
rlm@0 190 The videos are created in the =hello-video= directory
rlm@0 191
rlm@0 192 #+begin_src sh :results verbatim
rlm@0 193 du -h hello-video/*
rlm@0 194 #+end_src
rlm@0 195
rlm@0 196 #+results:
rlm@0 197 : 932K hello-video/hello-video-moving.flv
rlm@0 198 : 640K hello-video/hello-video-static.flv
rlm@0 199
rlm@0 200 And can be immediately uploaded to youtube
rlm@0 201
rlm@0 202 - [[http://www.youtube.com/watch?v=C8gxVAySaPg][hello-video-moving.flv]]
rlm@0 203 #+BEGIN_HTML
rlm@0 204 <iframe width="425" height="349"
rlm@0 205 src="http://www.youtube.com/embed/C8gxVAySaPg"
rlm@0 206 frameborder="0" allowfullscreen>
rlm@0 207 </iframe>
rlm@0 208 #+END_HTML
rlm@0 209 - [[http://www.youtube.com/watch?v=pHcFOtIS07Q][hello-video-static.flv]]
rlm@0 210 #+BEGIN_HTML
rlm@0 211 <iframe width="425" height="349"
rlm@0 212 src="http://www.youtube.com/embed/pHcFOtIS07Q"
rlm@0 213 frameborder="0" allowfullscreen>
rlm@0 214 </iframe>
rlm@0 215
rlm@0 216 #+END_HTML
rlm@0 217
rlm@0 218
rlm@0 219
rlm@0 220 * Summary
rlm@0 221 It's quite easy to augment your own application to record video,
rlm@0 222 almost regardless of how complicated the actual application is. You
rlm@0 223 can also record from multiple ViewPorts as the above example shows.
rlm@0 224
rlm@0 225 The process for adding video recording to your application is as
rlm@0 226 follows:
rlm@0 227
rlm@0 228 Assuming you want to record at 30 fps, add:
rlm@0 229
rlm@0 230 #+begin_src java :exports code
rlm@0 231 this.setTimer(new IsoTimer(30));
rlm@0 232 #+end_src
rlm@0 233
rlm@0 234 Somewhere in the initialization of your Application. Right now, you
rlm@0 235 will have to add the =setTimer= method to =Application=, but hopefully
rlm@0 236 this method will be included soon by the JMonkeyEngine3 team.
rlm@0 237
rlm@0 238 Then, you create a =VideoProcessor= object and attach it to the
rlm@0 239 =ViewPort= from which you want to record.
rlm@0 240
rlm@0 241 If you want to record from the game's main =ViewPort= to a file called
rlm@0 242 =/home/r/record.flv=, then add:
rlm@0 243
rlm@0 244 #+begin_src java :exports code
rlm@0 245 viewPort.addProcessor(new VideoProcessor(new File("/home/r/record.flv")));
rlm@0 246 #+end_src
rlm@0 247
rlm@0 248 Do this for each =ViewPort= from which you want to record. The more
rlm@0 249 ViewPorts from which you record, the slower the game will run, but
rlm@0 250 this slowness will not affect the final video output.
rlm@0 251
rlm@0 252 * More Examples
rlm@0 253 ** Hello Physics
rlm@0 254 =HelloVideo= is boring. Let's add some video capturing to =HelloPhysics=
rlm@0 255 and create something fun!
rlm@0 256
rlm@0 257 This example is a modified version of =HelloPhysics= that creates four
rlm@0 258 simultaneous views of the same scene of cannonballs careening into a
rlm@0 259 brick wall.
rlm@0 260
rlm@0 261 =./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java=
rlm@0 262 #+include ./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java src java
rlm@0 263
rlm@0 264 Running the program outputs four videos into the =./physics-videos=
rlm@0 265 directory.
rlm@0 266
rlm@0 267 #+begin_src sh :exports both :results verbatim
rlm@0 268 ls ./physics-videos | grep -
rlm@0 269 #+end_src
rlm@0 270
rlm@0 271 #+results:
rlm@0 272 : lower-left.flv
rlm@0 273 : lower-right.flv
rlm@0 274 : upper-left.flv
rlm@0 275 : upper-right.flv
rlm@0 276
rlm@0 277 The videos are fused together with the following =gstreamer= commands:
rlm@0 278
rlm@0 279 #+begin_src sh :results silent
rlm@0 280 cd physics-videos
rlm@0 281
rlm@0 282 gst-launch-0.10 \
rlm@0 283 filesrc location=./upper-right.flv ! decodebin ! \
rlm@0 284 videoscale ! ffmpegcolorspace ! \
rlm@0 285 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 286 videobox border-alpha=0 left=-640 ! \
rlm@0 287 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 288 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 289 jpegenc ! avimux ! filesink location=upper.flv \
rlm@0 290 \
rlm@0 291 filesrc location=./upper-left.flv ! decodebin ! \
rlm@0 292 videoscale ! ffmpegcolorspace ! \
rlm@0 293 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 294 videobox right=-640 ! mix.
rlm@0 295 #+end_src
rlm@0 296
rlm@0 297 #+begin_src sh :results silent
rlm@0 298 cd physics-videos
rlm@0 299
rlm@0 300 gst-launch-0.10 \
rlm@0 301 filesrc location=./lower-left.flv ! decodebin ! \
rlm@0 302 videoscale ! ffmpegcolorspace ! \
rlm@0 303 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 304 videobox border-alpha=0 left=-640 ! \
rlm@0 305 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 306 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 307 jpegenc ! avimux ! filesink location=lower.flv \
rlm@0 308 \
rlm@0 309 filesrc location=./lower-right.flv ! decodebin ! \
rlm@0 310 videoscale ! ffmpegcolorspace ! \
rlm@0 311 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 312 videobox right=-640 ! mix.
rlm@0 313 #+end_src
rlm@0 314
rlm@0 315 #+begin_src sh :results silent
rlm@0 316 cd physics-videos
rlm@0 317
rlm@0 318 gst-launch-0.10 \
rlm@0 319 filesrc location=./upper.flv ! decodebin ! \
rlm@0 320 videoscale ! ffmpegcolorspace ! \
rlm@0 321 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 322 videobox border-alpha=0 bottom=-480 ! \
rlm@0 323 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 324 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0 325 jpegenc ! avimux ! filesink location=../youtube/helloPhysics.flv \
rlm@0 326 \
rlm@0 327 filesrc location=./lower.flv ! decodebin ! \
rlm@0 328 videoscale ! ffmpegcolorspace ! \
rlm@0 329 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 330 videobox top=-480 ! mix.
rlm@0 331 #+end_src
rlm@0 332
rlm@0 333 #+begin_src sh :results verbatim
rlm@0 334 du -h youtube/helloPhysics.flv
rlm@0 335 #+end_src
rlm@0 336
rlm@0 337 #+results:
rlm@0 338 : 180M physics-videos/helloPhysics.flv
rlm@0 339
rlm@0 340
rlm@0 341 Thats a terribly large size!
rlm@0 342 Let's compress it:
rlm@0 343
rlm@0 344 ** Compressing the HelloPhysics Video
rlm@0 345 First, we'll scale the video, then, we'll decrease it's bitrate. The
rlm@0 346 end result will be perfect for upload to YouTube.
rlm@0 347
rlm@0 348 #+begin_src sh :results silent
rlm@0 349 cd youtube
rlm@0 350
rlm@0 351 gst-launch-0.10 \
rlm@0 352 filesrc location=./helloPhysics.flv ! decodebin ! \
rlm@0 353 videoscale ! ffmpegcolorspace ! \
rlm@0 354 `: # the original size is 1280 by 960` \
rlm@0 355 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0 356 videoscale ! \
rlm@0 357 `: # here we scale the video down` \
rlm@0 358 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 359 `: # and here we limit the bitrate` \
rlm@0 360 theoraenc bitrate=1024 quality=30 ! \
rlm@0 361 oggmux ! progressreport update-freq=1 ! \
rlm@0 362 filesink location=./helloPhysics.ogg
rlm@0 363 #+end_src
rlm@0 364
rlm@0 365 #+begin_src sh :results verbatim
rlm@0 366 du -h youtube/helloPhysics.ogg
rlm@0 367 #+end_src
rlm@0 368
rlm@0 369 #+results:
rlm@0 370 : 13M youtube/helloPhysics.ogg
rlm@0 371
rlm@0 372 [[http://www.youtube.com/watch?v=WIJt9aRGusc][helloPhysics.ogg]]
rlm@0 373
rlm@0 374 #+begin_html
rlm@0 375 <iframe width="425" height="349"
rlm@0 376 src="http://www.youtube.com/embed/WIJt9aRGusc?hl=en&fs=1"
rlm@0 377 frameborder="0" allowfullscreen>
rlm@0 378 </iframe>
rlm@0 379 #+end_html
rlm@0 380
rlm@0 381
rlm@0 382 ** COMMENT failed attempts
rlm@0 383 Let's try the [[http://diracvideo.org/][Dirac]] video encoder.
rlm@0 384
rlm@0 385 #+begin_src sh :results verbatim
rlm@0 386 cd youtube
rlm@0 387 START=$(date +%s)
rlm@0 388 gst-launch-0.10 \
rlm@0 389 filesrc location=./helloPhysics.flv ! decodebin ! \
rlm@0 390 videoscale ! ffmpegcolorspace ! \
rlm@0 391 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0 392 schroenc ! filesink location=./helloPhysics.drc > /dev/null
rlm@0 393 echo `expr $(( $(date +%s) - $START))`
rlm@0 394 #+end_src
rlm@0 395
rlm@0 396
rlm@0 397 #+results:
rlm@0 398 : 142
rlm@0 399
rlm@0 400 That took 142 seconds. Let's see how it does compression-wise:
rlm@0 401
rlm@0 402 #+begin_src sh :results verbatim
rlm@0 403 du -h ./youtube/helloPhysics.drc
rlm@0 404 #+end_src
rlm@0 405
rlm@0 406 #+results:
rlm@0 407 : 22M ./physics-videos/helloPhysics.drc
rlm@0 408
rlm@0 409
rlm@0 410 #+begin_src sh :results verbatim
rlm@0 411 cd youtube
rlm@0 412 START=$(date +%s)
rlm@0 413 gst-launch-0.10 \
rlm@0 414 filesrc location=./helloPhysics.flv ! decodebin ! \
rlm@0 415 videoscale ! ffmpegcolorspace ! \
rlm@0 416 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0 417 theoraenc ! oggmux ! filesink location=./helloPhysics.ogg \
rlm@0 418 > /dev/null
rlm@0 419 echo `expr $(( $(date +%s) - $START))`
rlm@0 420 #+end_src
rlm@0 421
rlm@0 422 #+results:
rlm@0 423 : 123
rlm@0 424
rlm@0 425 #+begin_src sh :results verbatim
rlm@0 426 du -h youtube/helloPhysics.ogg
rlm@0 427 #+end_src
rlm@0 428
rlm@0 429 #+results:
rlm@0 430 : 59M physics-videos/helloPhysics.ogg
rlm@0 431
rlm@0 432
rlm@0 433 =*.drc= files can not be uploaded to YouTube, so I'll go for the
rlm@0 434 avi file.
rlm@0 435
rlm@0 436
rlm@0 437 ** COMMENT text for videos
rlm@0 438 Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) using Xuggle
rlm@0 439 (www.xuggle.com/). Everything is explained at
rlm@0 440 http://aurellem.org/cortex/capture-video.html.
rlm@0 441
rlm@0 442
rlm@0 443 Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) HelloPhysics
rlm@0 444 demo application using Xuggle (www.xuggle.com/). Everything is
rlm@0 445 explained at http://aurellem.org/cortex/capture-video.html. Here,
rlm@0 446 four points of view are simultaneously recorded and then glued
rlm@0 447 together later.
rlm@0 448
rlm@0 449 JME3 Xuggle Aurellem video capture
rlm@0 450
rlm@0 451
rlm@0 452 * Sample Videos
rlm@0 453 I encoded most of the original JME3 Hello demos for your viewing
rlm@0 454 pleasure, all using the =VideoProcessor= and =IsoTimer= classes.
rlm@0 455
rlm@0 456 ** HelloTerrain
rlm@0 457 [[http://youtu.be/5_4wyDFwrVQ][HelloTerrain.avi]]
rlm@0 458
rlm@0 459 #+begin_html
rlm@0 460 <iframe width="425" height="349"
rlm@0 461 src="http://www.youtube.com/embed/5_4wyDFwrVQ"
rlm@0 462 frameborder="0" allowfullscreen>
rlm@0 463 </iframe>
rlm@0 464 #+end_html
rlm@0 465
rlm@0 466 ** HelloAssets
rlm@0 467 [[http://www.youtube.com/watch?v=oGg-Q6k1BM4][HelloAssets.avi]]
rlm@0 468
rlm@0 469 #+begin_html
rlm@0 470 <iframe width="425" height="349"
rlm@0 471 src="http://www.youtube.com/embed/oGg-Q6k1BM4?hl=en&fs=1"
rlm@0 472 frameborder="0" allowfullscreen>
rlm@0 473 </iframe>
rlm@0 474 #+end_html
rlm@0 475
rlm@0 476 ** HelloEffects
rlm@0 477 [[http://www.youtube.com/watch?v=TuxlLMe53hA][HelloEffects]]
rlm@0 478
rlm@0 479 #+begin_html
rlm@0 480 <iframe width="425" height="349"
rlm@0 481 src="http://www.youtube.com/embed/TuxlLMe53hA?hl=en&fs=1"
rlm@0 482 frameborder="0" allowfullscreen>
rlm@0 483 </iframe>
rlm@0 484 #+end_html
rlm@0 485
rlm@0 486 ** HelloCollision
rlm@0 487 [[http://www.youtube.com/watch?v=GPlvJkiZfFw][HelloCollision.avi]]
rlm@0 488
rlm@0 489 #+begin_html
rlm@0 490 <iframe width="425" height="349"
rlm@0 491 src="http://www.youtube.com/embed/GPlvJkiZfFw?hl=en&fs=1"
rlm@0 492 frameborder="0" allowfullscreen>
rlm@0 493 </iframe>
rlm@0 494 #+end_html
rlm@0 495
rlm@0 496 ** HelloAnimation
rlm@0 497 [[http://www.youtube.com/watch?v=SDCfOSPYUkg][HelloAnimation.avi]]
rlm@0 498
rlm@0 499 #+begin_html
rlm@0 500 <iframe width="425" height="349"
rlm@0 501 src="http://www.youtube.com/embed/SDCfOSPYUkg?hl=en&fs=1"
rlm@0 502 frameborder="0" allowfullscreen>
rlm@0 503 </iframe>
rlm@0 504 #+end_html
rlm@0 505
rlm@0 506 ** HelloNode
rlm@0 507 [[http://www.youtube.com/watch?v=pL-0fR0-ilQ][HelloNode.avi]]
rlm@0 508
rlm@0 509 #+begin_html
rlm@0 510 <iframe width="425" height="349"
rlm@0 511 src="http://www.youtube.com/embed/pL-0fR0-ilQ?hl=en&fs=1"
rlm@0 512 frameborder="0" allowfullscreen>
rlm@0 513 </iframe>
rlm@0 514 #+end_html
rlm@0 515
rlm@0 516 ** HelloLoop
rlm@0 517 [[http://www.youtube.com/watch?v=mosZzzcdE5w][HelloLoop.avi]]
rlm@0 518
rlm@0 519 #+begin_html
rlm@0 520 <iframe width="425" height="349"
rlm@0 521 src="http://www.youtube.com/embed/mosZzzcdE5w?hl=en&fs=1"
rlm@0 522 frameborder="0" allowfullscreen>
rlm@0 523 </iframe>
rlm@0 524 #+end_html
rlm@0 525
rlm@0 526
rlm@0 527 *** COMMENT x-form the other stupid
rlm@0 528 progressreport update-freq=1
rlm@0 529
rlm@0 530 gst-launch-0.10 \
rlm@0 531 filesrc location=./helloPhy ! decodebin ! \
rlm@0 532 videoscale ! ffmpegcolorspace ! \
rlm@0 533 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0 534 x264enc ! avimux ! filesink location=helloPhysics.avi \
rlm@0 535
rlm@0 536
rlm@0 537 gst-launch-0.10 \
rlm@0 538 filesrc location=./HelloAnimationStatic.flv ! decodebin ! \
rlm@0 539 videoscale ! ffmpegcolorspace ! \
rlm@0 540 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 541 videobox border-alpha=0 left=-640 ! \
rlm@0 542 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 543 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 544 x264enc ! avimux ! progressreport update-freq=1 ! \
rlm@0 545 filesink location=../youtube/HelloAnimation.avi \
rlm@0 546 \
rlm@0 547 filesrc location=./HelloAnimationMotion.flv ! decodebin ! \
rlm@0 548 videoscale ! ffmpegcolorspace ! \
rlm@0 549 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 550 videobox right=-640 ! mix.
rlm@0 551
rlm@0 552 gst-launch-0.10 \
rlm@0 553 filesrc location=./HelloCollisionMotion.flv ! decodebin ! \
rlm@0 554 videoscale ! ffmpegcolorspace ! \
rlm@0 555 video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \
rlm@0 556 x264enc bitrate=1024 ! avimux ! \
rlm@0 557 filesink location=../youtube/HelloCollision.avi
rlm@0 558
rlm@0 559 gst-launch-0.10 \
rlm@0 560 filesrc location=./HelloEffectsStatic.flv ! decodebin ! \
rlm@0 561 videoscale ! ffmpegcolorspace ! \
rlm@0 562 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 563 videobox border-alpha=0 left=-640 ! \
rlm@0 564 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 565 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 566 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0 567 filesink location=../youtube/HelloEffects.avi \
rlm@0 568 \
rlm@0 569 filesrc location=./HelloEffectsMotion.flv ! decodebin ! \
rlm@0 570 videoscale ! ffmpegcolorspace ! \
rlm@0 571 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 572 videobox right=-640 ! mix.
rlm@0 573
rlm@0 574 gst-launch-0.10 \
rlm@0 575 filesrc location=./HelloTerrainMotion.flv ! decodebin ! \
rlm@0 576 videoscale ! ffmpegcolorspace ! \
rlm@0 577 video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \
rlm@0 578 x264enc bitrate=1024 ! avimux ! \
rlm@0 579 filesink location=../youtube/HelloTerrain.avi
rlm@0 580
rlm@0 581
rlm@0 582 gst-launch-0.10 \
rlm@0 583 filesrc location=./HelloAssetsStatic.flv ! decodebin ! \
rlm@0 584 videoscale ! ffmpegcolorspace ! \
rlm@0 585 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 586 videobox border-alpha=0 left=-640 ! \
rlm@0 587 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 588 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 589 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0 590 filesink location=../youtube/HelloAssets.avi \
rlm@0 591 \
rlm@0 592 filesrc location=./HelloAssetsMotion.flv ! decodebin ! \
rlm@0 593 videoscale ! ffmpegcolorspace ! \
rlm@0 594 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 595 videobox right=-640 ! mix.
rlm@0 596
rlm@0 597
rlm@0 598 gst-launch-0.10 \
rlm@0 599 filesrc location=./HelloNodeStatic.flv ! decodebin ! \
rlm@0 600 videoscale ! ffmpegcolorspace ! \
rlm@0 601 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 602 videobox border-alpha=0 left=-640 ! \
rlm@0 603 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 604 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 605 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0 606 filesink location=../youtube/HelloNode.avi \
rlm@0 607 \
rlm@0 608 filesrc location=./HelloNodeMotion.flv ! decodebin ! \
rlm@0 609 videoscale ! ffmpegcolorspace ! \
rlm@0 610 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 611 videobox right=-640 ! mix.
rlm@0 612
rlm@0 613 gst-launch-0.10 \
rlm@0 614 filesrc location=./HelloLoopStatic.flv ! decodebin ! \
rlm@0 615 videoscale ! ffmpegcolorspace ! \
rlm@0 616 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 617 videobox border-alpha=0 left=-640 ! \
rlm@0 618 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0 619 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0 620 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0 621 filesink location=../youtube/HelloLoop.avi \
rlm@0 622 \
rlm@0 623 filesrc location=./HelloLoopMotion.flv ! decodebin ! \
rlm@0 624 videoscale ! ffmpegcolorspace ! \
rlm@0 625 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0 626 videobox right=-640 ! mix.
rlm@0 627