Mercurial > cortex
view org/capture-video.org @ 573:ebdedb039cbb tip
add release.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 19 Apr 2015 04:01:53 -0700 |
parents | 7e7f8d6d9ec5 |
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1 #+title: Capture Live Video Feeds from JMonkeyEngine2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Capture video from a JMonkeyEngine3 Application with Xuggle, and use gstreamer to compress the video to upload to YouTube.5 #+keywords: JME3, video, Xuggle, JMonkeyEngine, YouTube, capture video, Java6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org10 * The Problem11 So you've made your cool new JMonkeyEngine3 game and you want to12 create a demo video to show off your hard work. Screen capturing is13 the most straightforward way to do this, but it can slow down your14 game and produce low-quality video as a result. A better way is to15 record a video feed directly from the game while it is running.17 In this post, I'll explain how you can alter your JMonkeyEngine3 game18 to output video while it is running. The main trick is to alter the19 pace of JMonkeyEngine3's in-game time: we allow the engine as much20 time as it needs to compute complicated in-game events and to encode21 video frames. As a result, the game appears to speed up and slow down22 as the computational demands shift, but the end result is perfectly23 smooth video output at a constant framerate.26 * Video recording requires a steady framerate27 ** The built-in =Timer= rushes to keep up.28 # * Game-time vs. User-time vs. Video-time30 Standard JME3 applications use a =Timer= object to manage time in the31 simulated world. Because most JME3 applications (e.g. games) are32 supposed to happen \ldquo{}live\rdquo{}, the built-in =Timer= requires33 simulated time to match real time. This means that the application34 must rush to finish all of its calculations on schedule: the more35 complicated the calculations, the more the application is obligated to36 rush. And if the workload becomes too much to handle on schedule,37 =Timer= forces the application to cut corners: it demands fast,38 approximate answers instead of careful, accurate ones. Although this39 policy sometimes causes physically impossible glitches and choppy40 framerates, it ensures that the user will never be kept waiting while41 the computer stops to make a complicated calculation.43 Now, the built-in =Timer= values speed over accuracy because real-time44 applications require it. On the other hand, if your goal is to record45 a glitch-free video, you need a =Timer= that will take its time to46 ensure that all calculations are accurate, even if they take a long47 time. In the next section, we will create a new kind of48 =Timer=\mdash{}called =IsoTimer=\mdash{}which slows down to let the49 computer finish all its calculations. The result is a perfectly steady50 framerate and a flawless physical simulation.52 # are supposed to happen \ldquo live \rdquo, this =Timer= requires the53 # application to update in real-time. In order to keep up with the54 # real world, JME applications cannot afford to take too much time on55 # expensive computations. Whenever the workload becomes too much for56 # the computer to handle on schedule, =Timer= forces the computer to57 # cut corners, giving fast, approximate answers instead of careful,58 # accurate ones. Although physical accuracy sometimes suffers as a59 # result, this policy ensures that the user will never be kept waiting60 # while the computer stops to make a complicated calculation.62 # fast answers are more important than accurate ones.64 # A standard JME3 application that extends =SimpleApplication= or65 # =Application= tries as hard as it can to keep in sync with66 # /user-time/. If a ball is rolling at 1 game-mile per game-hour in67 # the game, and you wait for one user-hour as measured by the clock on68 # your wall, then the ball should have traveled exactly one69 # game-mile. In order to keep sync with the real world, the game70 # throttles its physics engine and graphics display. If the71 # computations involved in running the game are too intense, then the72 # game will first skip frames, then sacrifice physics accuracy. If73 # there are particularly demanding computations, then you may only get74 # 1 fps, and the ball may tunnel through the floor or obstacles due to75 # inaccurate physics simulation, but after the end of one user-hour,76 # that ball will have traveled one game-mile.78 # When we're recording video, we don't care if the game-time syncs79 # with user-time, but instead whether the time in the recorded video80 # (video-time) syncs with user-time. To continue the analogy, if we81 # recorded the ball rolling at 1 game-mile per game-hour and watched82 # the video later, we would want to see 30 fps video of the ball83 # rolling at 1 video-mile per /user-hour/. It doesn't matter how much84 # user-time it took to simulate that hour of game-time to make the85 # high-quality recording.86 ** COMMENT Two examples to clarify the point:87 *** Recording from a Simple Simulation89 **** Without a Special Timer90 You have a simulation of a ball rolling on an infinite empty plane at91 one game-mile per game-hour, and a really good computer. Normally,92 JME3 will throttle the physics engine and graphics display to sync the93 game-time with user-time. If it takes one-thousandth of a second94 user-time to simulate one-sixtieth of a second game time and another95 one-thousandth of a second to draw to the screen, then JME3 will just96 sit around for the remainder of $\frac{1}{60} - \frac{2}{1000}$97 user-seconds, then calculate the next frame in $\frac{2}{1000}$98 user-seconds, then wait, and so on. For every second of user time that99 passes, one second of game-time passes, and the game will run at 60100 frames per user-second.103 **** With a Special Timer104 Then, you change the game's timer so that user-time will be synced to105 video-time. Assume that encoding a single frame takes 0 seconds106 user-time to complete.108 Now, JME3 takes advantage of all available resources. It still takes109 one-thousandth of a second to calculate a physics tick, and another110 one-thousandth to render to the screen. Then it takes 0 seconds to111 write the video frame to disk and encode the video. In only one second112 of user time, JME3 will complete 500 physics-tick/render/encode-video113 cycles, and $\frac{500}{60}=8\frac{1}{3}$ seconds of game-time will114 have passed. Game-time appears to dilate $8\frac{1}{3}\times$ with115 respect to user-time, and in only 7.2 minutes user-time, one hour of116 video will have been recorded. The game itself will run at 500 fps.117 When someone watches the video, they will see 60 frames per118 user-second, and $\frac{1}{60}$ video-seconds will pass each frame. It119 will take exactly one hour user-time (and one hour video-time) for the120 ball in the video to travel one video-mile.122 *** Recording from a Complex Simulation124 *** Without a Special Timer125 You have a simulation of a ball rolling on an infinite empty plane at126 one game-mile per game-hour accompanied by multiple explosions127 involving thousands of nodes, particle effects, and complicated shadow128 shaders to create realistic shadows. You also have a slow129 laptop. Normally, JME3 must sacrifice rendering and physics simulation130 to try to keep up. If it takes $\frac{1}{120}$ of a user-second to131 calculate $\frac{1}{60}$ game-seconds, and an additional132 $\frac{1}{60}$ of a user-second to render to screen, then JME3 has133 it's work cut out for it. In order to render to the screen, it will134 first step the game forward by up to four physics ticks before135 rendering to the screen. If it still isn't fast enough then it will136 decrease the accuracy of the physics engine until game-time and user137 time are synced or a certain threshold is reached, at which point the138 game visibly slows down. In this case, JME3 continuously repeat a139 cycle of two physics ticks, and one screen render. For every140 user-second that passes, one game-second will pass, but the game will141 run at 30 fps instead of 60 fps like before.143 *** With a Special Timer144 Then, you change the game's timer so that user-time will be synced to145 video-time. Once again, assume video encoding takes $\frac{1}{60}$ of146 a user-second.148 Now, JME3 will spend $\frac{1}{120}$ of a user-second to step the149 physics tick $\frac{1}{60}$ game-seconds, $\frac{1}{60}$ to draw to150 the screen, and an additional $\frac{1}{60}$ to encode the video and151 write the frame to disk. This is a total of $\frac{1}{24}$152 user-seconds for each $\frac{1}{60}$ game-seconds. It will take153 $(\frac{60}{24} = 2.5)$ user-hours to record one game-hour and154 game-time will appear to flow two-fifths as fast as user time while155 the game is running. However, just as in example one, when all is said156 and done we will have an hour long video at 60 fps.159 ** COMMENT proposed names for the new timer160 # METRONOME161 # IsoTimer162 # EvenTimer163 # PulseTimer164 # FixedTimer165 # RigidTimer166 # FixedTempo167 # RegularTimer168 # MetronomeTimer169 # ConstantTimer170 # SteadyTimer173 ** =IsoTimer= records time like a metronome175 The easiest way to achieve this special timing is to create a new176 timer that always reports the same framerate to JME3 every time it is177 called.180 =./src/com/aurellem/capture/IsoTimer.java=181 #+INCLUDE: "../../jmeCapture/src/com/aurellem/capture/IsoTimer.java" src java183 If an Application uses this =IsoTimer= instead of the normal one, we184 can be sure that every call to =simpleUpdate=, for example,185 corresponds to exactly $(\frac{1}{fps})$ seconds of game-time.187 * =VideoRecorder= manages video feeds in JMonkeyEngine.190 ** =AbstractVideoRecorder= provides a general framework for managing videos.192 Now that the issue of time is solved, we just need a function that193 writes each frame to a video. We can put this function somewhere194 where it will be called exactly once per frame.196 The basic functions that a =VideoRecorder= should support are197 recording, starting, stopping, and possibly a cleanup step198 where it finalizes the recording (e.g. by writing headers for a video199 file).201 An appropriate interface describing this behavior could look like202 this:204 =./src/com/aurellem/capture/video/VideoRecorder.java=205 #+include: "../../jmeCapture/src/com/aurellem/capture/video/VideoRecorder.java" src java207 JME3 already provides exactly the class we need: the =SceneProcessor=208 class can be attached to any viewport and the methods defined therein209 will be called at the appropriate points in the rendering process.211 However, it is also important to properly close the video stream and212 write headers and such, and even though =SceneProcessor= has a213 =.cleanup()= method, it is only called when the =SceneProcessor= is214 removed from the =RenderManager=, not when the game is shutting down215 when the user pressed ESC, for example. To obtain reliable shutdown216 behavior, we also have to implement =AppState=, which provides a217 =.cleanup()= method that /is/ called on shutdown.219 Here is an AbstractVideoRecorder class that takes care of the details220 of setup and teardown.222 =./src/com/aurellem/capture/video/AbstractVideoRecorder.java=223 #+include: ../../jmeCapture/src/com/aurellem/capture/video/AbstractVideoRecorder.java src java226 ** There are many options for handling video files in Java228 If you want to generate video from Java, a great option is [[http://www.xuggle.com/][Xuggle]]. It229 takes care of everything related to video encoding and decoding and230 runs on Windows, Linux and Mac. Out of all the video frameworks for231 Java, I personally like this one the best.233 Here is a =VideoRecorder= that uses [[http://www.xuggle.com/][Xuggle]] to write each frame to a234 video file.236 =./src/com/aurellem/capture/video/XuggleVideoRecorder.java=237 #+include: ../../jmeCapture/src/com/aurellem/capture/video/XuggleVideoRecorder.java src java239 With this, we are able to record video!241 However, it can be hard to properly install Xuggle. If you would242 rather not use Xuggle, here is an alternate class that uses [[http://www.randelshofer.ch/blog/2008/08/writing-avi-videos-in-pure-java/][Werner243 Randelshofer's]] excellent pure Java AVI file writer.245 =./src/com/aurellem/capture/video/AVIVideoRecorder.java=246 #+include: ../../jmeCapture/src/com/aurellem/capture/video/AVIVideoRecorder.java src java248 This =AVIVideoRecorder= is more limited than the249 =XuggleVideoRecorder=, but requires less external dependencies.251 Finally, for those of you who prefer to create the final video from a252 sequence of images, there is the =FileVideoRecorder=, which records253 each frame to a folder as a sequentially numbered image file. Note254 that you have to remember the FPS at which you recorded the video, as255 this information is lost when saving each frame to a file.257 =./src/com/aurellem/capture/video/FileVideoRecorder.java=258 #+include: ../../jmeCapture/src/com/aurellem/capture/video/FileVideoRecorder.java src java260 * How to record videos yourself262 ** Include this code.264 No matter how complicated your application is, it's easy to add265 support for video output with just a few lines of code.266 # You can also record from multiple ViewPorts as the above example shows.268 And although you can use =VideoRecorder= to record advanced269 split-screen videos with multiple views, in the simplest case, you270 want to capture a single view\mdash{} exactly what's on screen. In271 this case, the following simple =captureVideo= method will do the job:273 #+begin_src java274 public static void captureVideo(final Application app,275 final File file) throws IOException{276 final AbstractVideoRecorder videoRecorder;277 if (file.getCanonicalPath().endsWith(".avi")){278 videoRecorder = new AVIVideoRecorder(file);}279 else if (file.isDirectory()){280 videoRecorder = new FileVideoRecorder(file);}281 else { videoRecorder = new XuggleVideoRecorder(file);}283 Callable<Object> thunk = new Callable<Object>(){284 public Object call(){285 ViewPort viewPort =286 app.getRenderManager()287 .createPostView("aurellem record", app.getCamera());288 viewPort.setClearFlags(false, false, false);289 // get GUI node stuff290 for (Spatial s : app.getGuiViewPort().getScenes()){291 viewPort.attachScene(s);292 }293 app.getStateManager().attach(videoRecorder);294 viewPort.addProcessor(videoRecorder);295 return null;296 }297 };298 app.enqueue(thunk);299 }300 #+end_src302 This method selects the appropriate =VideoRecorder= class for the file303 type you specify, and instructs your application to record video to304 the file.306 Now that you have a =captureVideo= method, you use it like this:308 - Establish an =Isotimer= and set its framerate :: For example, if309 you want to record video with a framerate of 30 fps, include310 the following line of code somewhere in the initialization of311 your application:312 #+begin_src java :exports code313 this.setTimer(new IsoTimer(30));314 #+end_src316 - Choose the output file :: If you want to record from the game's317 main =ViewPort= to a file called =/home/r/record.flv=, then318 include the following line of code somewhere before you call319 =app.start()=;321 #+begin_src java :exports code322 Capture.captureVideo(app, new File("/home/r/record.flv"));323 #+end_src326 ** Simple example329 This example will record video from the ocean scene from the330 JMonkeyEngine test suite.331 #+begin_src java332 File video = File.createTempFile("JME-water-video", ".avi");333 captureVideo(app, video);334 app.start();335 System.out.println(video.getCanonicalPath());336 #+end_src339 I've added support for this under a class called340 =com.aurellem.capture.Capture=. You can get it [[http://hg.bortreb.com/jmeCapture/][here]].342 ** Hello Video! example344 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=]] and345 augmented it with video output as follows:347 =./src/com/aurellem/capture/examples/HelloVideoRecording.java=348 #+include: ../../jmeCapture/src/com/aurellem/capture/examples/HelloVideoRecording.java src java350 The videos are created in the =hello-video= directory352 #+begin_src sh :results verbatim :exports both353 du -h hello-video/*354 #+end_src356 #+results:357 : 932K hello-video/hello-video-moving.flv358 : 640K hello-video/hello-video-static.flv360 And can be immediately uploaded to YouTube362 - [[http://www.youtube.com/watch?v=C8gxVAySaPg][hello-video-moving.flv]]363 #+BEGIN_HTML364 <iframe width="1062" height="872"365 src="http://www.youtube.com/embed/C8gxVAySaPg"366 frameborder="0" allowfullscreen>367 </iframe>368 #+END_HTML369 - [[http://www.youtube.com/watch?v=pHcFOtIS07Q][hello-video-static.flv]]370 #+BEGIN_HTML371 <iframe width="1062" height="872"372 src="http://www.youtube.com/embed/pHcFOtIS07Q"373 frameborder="0" allowfullscreen>374 </iframe>375 #+END_HTML378 * COMMENT More Examples379 ** COMMENT Hello Physics381 =HelloVideo= is boring. Let's add some video capturing to382 =HelloPhysics= and create something fun!384 This example is a modified version of =HelloPhysics= that creates four385 simultaneous views of the same scene of cannonballs careening into a386 brick wall.388 # =./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java=389 # #+include: ./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java src java391 Running the program outputs four videos into the =./physics-videos=392 directory.394 #+begin_src sh :exports both :results verbatim395 ls ./physics-videos | grep -396 #+end_src398 #+results:399 : lower-left.flv400 : lower-right.flv401 : upper-left.flv402 : upper-right.flv404 The videos are fused together with the following =gstreamer= commands:406 #+begin_src sh :results silent407 cd physics-videos409 gst-launch-0.10 \410 filesrc location=./upper-right.flv ! decodebin ! \411 videoscale ! ffmpegcolorspace ! \412 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \413 videobox border-alpha=0 left=-640 ! \414 videomixer name=mix ! ffmpegcolorspace ! videorate ! \415 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \416 jpegenc ! avimux ! filesink location=upper.flv \417 \418 filesrc location=./upper-left.flv ! decodebin ! \419 videoscale ! ffmpegcolorspace ! \420 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \421 videobox right=-640 ! mix.422 #+end_src424 #+begin_src sh :results silent425 cd physics-videos427 gst-launch-0.10 \428 filesrc location=./lower-left.flv ! decodebin ! \429 videoscale ! ffmpegcolorspace ! \430 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \431 videobox border-alpha=0 left=-640 ! \432 videomixer name=mix ! ffmpegcolorspace ! videorate ! \433 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \434 jpegenc ! avimux ! filesink location=lower.flv \435 \436 filesrc location=./lower-right.flv ! decodebin ! \437 videoscale ! ffmpegcolorspace ! \438 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \439 videobox right=-640 ! mix.440 #+end_src442 #+begin_src sh :results silent443 cd physics-videos445 gst-launch-0.10 \446 filesrc location=./upper.flv ! decodebin ! \447 videoscale ! ffmpegcolorspace ! \448 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \449 videobox border-alpha=0 bottom=-480 ! \450 videomixer name=mix ! ffmpegcolorspace ! videorate ! \451 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \452 jpegenc ! avimux ! filesink location=../youtube/helloPhysics.flv \453 \454 filesrc location=./lower.flv ! decodebin ! \455 videoscale ! ffmpegcolorspace ! \456 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \457 videobox top=-480 ! mix.458 #+end_src460 #+begin_src sh :results verbatim461 du -h youtube/helloPhysics.flv462 #+end_src464 #+results:465 : 180M physics-videos/helloPhysics.flv468 That's a terribly large size!469 Let's compress it:471 ** COMMENT Compressing the HelloPhysics Video472 First, we'll scale the video, then, we'll decrease it's bit-rate. The473 end result will be perfect for upload to YouTube.475 #+begin_src sh :results silent476 cd youtube478 gst-launch-0.10 \479 filesrc location=./helloPhysics.flv ! decodebin ! \480 videoscale ! ffmpegcolorspace ! \481 `: # the original size is 1280 by 960` \482 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \483 videoscale ! \484 `: # here we scale the video down` \485 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \486 `: # and here we limit the bitrate` \487 theoraenc bitrate=1024 quality=30 ! \488 oggmux ! progressreport update-freq=1 ! \489 filesink location=./helloPhysics.ogg490 #+end_src492 #+begin_src sh :results verbatim493 du -h youtube/helloPhysics.ogg494 #+end_src496 #+results:497 : 13M youtube/helloPhysics.ogg499 [[http://www.youtube.com/watch?v=WIJt9aRGusc][helloPhysics.ogg]]501 #+begin_html502 <iframe width="425" height="349"503 src="http://www.youtube.com/embed/WIJt9aRGusc?hl=en&fs=1"504 frameborder="0" allowfullscreen>505 </iframe>506 #+end_html509 ** COMMENT failed attempts510 Let's try the [[http://diracvideo.org/][Dirac]] video encoder.512 #+begin_src sh :results verbatim513 cd youtube514 START=$(date +%s)515 gst-launch-0.10 \516 filesrc location=./helloPhysics.flv ! decodebin ! \517 videoscale ! ffmpegcolorspace ! \518 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \519 schroenc ! filesink location=./helloPhysics.drc > /dev/null520 echo `expr $(( $(date +%s) - $START))`521 #+end_src524 #+results:525 : 142527 That took 142 seconds. Let's see how it does compression-wise:529 #+begin_src sh :results verbatim530 du -h ./youtube/helloPhysics.drc531 #+end_src533 #+results:534 : 22M ./physics-videos/helloPhysics.drc537 #+begin_src sh :results verbatim538 cd youtube539 START=$(date +%s)540 gst-launch-0.10 \541 filesrc location=./helloPhysics.flv ! decodebin ! \542 videoscale ! ffmpegcolorspace ! \543 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \544 theoraenc ! oggmux ! filesink location=./helloPhysics.ogg \545 > /dev/null546 echo `expr $(( $(date +%s) - $START))`547 #+end_src549 #+results:550 : 123552 #+begin_src sh :results verbatim553 du -h youtube/helloPhysics.ogg554 #+end_src556 #+results:557 : 59M physics-videos/helloPhysics.ogg560 =*.drc= files can not be uploaded to YouTube, so I'll go for the561 avi file.564 ** COMMENT text for videos565 Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) using Xuggle566 (www.xuggle.com/). Everything is explained at567 http://aurellem.org/cortex/capture-video.html.570 Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) HelloPhysics571 demo application using Xuggle (www.xuggle.com/). Everything is572 explained at http://aurellem.org/cortex/capture-video.html. Here,573 four points of view are simultaneously recorded and then glued574 together later.576 JME3 Xuggle Aurellem video capture579 * Showcase of recorded videos580 I encoded most of the original JME3 Hello demos for your viewing581 pleasure, all using the =Capture= and =IsoTimer= classes.583 ** HelloTerrain584 [[http://youtu.be/5_4wyDFwrVQ][HelloTerrain.avi]]586 #+begin_html587 <iframe width="1062" height="872"588 src="http://www.youtube.com/embed/5_4wyDFwrVQ"589 frameborder="0" allowfullscreen>590 </iframe>591 #+end_html593 ** HelloAssets594 [[http://www.youtube.com/watch?v=oGg-Q6k1BM4][HelloAssets.avi]]596 #+begin_html597 <iframe width="1062" height="872"598 src="http://www.youtube.com/embed/oGg-Q6k1BM4?hl=en&fs=1"599 frameborder="0" allowfullscreen>600 </iframe>601 #+end_html603 ** HelloEffects604 [[http://www.youtube.com/watch?v=TuxlLMe53hA][HelloEffects]]606 #+begin_html607 <iframe width="1062" height="872"608 src="http://www.youtube.com/embed/TuxlLMe53hA?hl=en&fs=1"609 frameborder="0" allowfullscreen>610 </iframe>611 #+end_html613 ** HelloCollision614 [[http://www.youtube.com/watch?v=GPlvJkiZfFw][HelloCollision.avi]]616 #+begin_html617 <iframe width="1062" height="872"618 src="http://www.youtube.com/embed/GPlvJkiZfFw?hl=en&fs=1"619 frameborder="0" allowfullscreen>620 </iframe>621 #+end_html623 ** HelloAnimation624 [[http://www.youtube.com/watch?v=SDCfOSPYUkg][HelloAnimation.avi]]626 #+begin_html627 <iframe width="1062" height="872"628 src="http://www.youtube.com/embed/SDCfOSPYUkg?hl=en&fs=1"629 frameborder="0" allowfullscreen>630 </iframe>631 #+end_html633 ** HelloLoop634 [[http://www.youtube.com/watch?v=mosZzzcdE5w][HelloLoop.avi]]636 #+begin_html637 <iframe width="1062" height="872"638 src="http://www.youtube.com/embed/mosZzzcdE5w?hl=en&fs=1"639 frameborder="0" allowfullscreen>640 </iframe>641 #+end_html644 *** COMMENT x-form the other stupid645 progressreport update-freq=1647 gst-launch-0.10 \648 filesrc location=./helloPhy ! decodebin ! \649 videoscale ! ffmpegcolorspace ! \650 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \651 x264enc ! avimux ! filesink location=helloPhysics.avi \654 gst-launch-0.10 \655 filesrc location=./HelloAnimationStatic.flv ! decodebin ! \656 videoscale ! ffmpegcolorspace ! \657 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \658 videobox border-alpha=0 left=-640 ! \659 videomixer name=mix ! ffmpegcolorspace ! videorate ! \660 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \661 x264enc ! avimux ! progressreport update-freq=1 ! \662 filesink location=../youtube/HelloAnimation.avi \663 \664 filesrc location=./HelloAnimationMotion.flv ! decodebin ! \665 videoscale ! ffmpegcolorspace ! \666 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \667 videobox right=-640 ! mix.669 gst-launch-0.10 \670 filesrc location=./HelloCollisionMotion.flv ! decodebin ! \671 videoscale ! ffmpegcolorspace ! \672 video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \673 x264enc bitrate=1024 ! avimux ! \674 filesink location=../youtube/HelloCollision.avi676 gst-launch-0.10 \677 filesrc location=./HelloEffectsStatic.flv ! decodebin ! \678 videoscale ! ffmpegcolorspace ! \679 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \680 videobox border-alpha=0 left=-640 ! \681 videomixer name=mix ! ffmpegcolorspace ! videorate ! \682 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \683 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \684 filesink location=../youtube/HelloEffects.avi \685 \686 filesrc location=./HelloEffectsMotion.flv ! decodebin ! \687 videoscale ! ffmpegcolorspace ! \688 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \689 videobox right=-640 ! mix.691 gst-launch-0.10 \692 filesrc location=./HelloTerrainMotion.flv ! decodebin ! \693 videoscale ! ffmpegcolorspace ! \694 video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \695 x264enc bitrate=1024 ! avimux ! \696 filesink location=../youtube/HelloTerrain.avi699 gst-launch-0.10 \700 filesrc location=./HelloAssetsStatic.flv ! decodebin ! \701 videoscale ! ffmpegcolorspace ! \702 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \703 videobox border-alpha=0 left=-640 ! \704 videomixer name=mix ! ffmpegcolorspace ! videorate ! \705 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \706 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \707 filesink location=../youtube/HelloAssets.avi \708 \709 filesrc location=./HelloAssetsMotion.flv ! decodebin ! \710 videoscale ! ffmpegcolorspace ! \711 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \712 videobox right=-640 ! mix.715 gst-launch-0.10 \716 filesrc location=./HelloNodeStatic.flv ! decodebin ! \717 videoscale ! ffmpegcolorspace ! \718 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \719 videobox border-alpha=0 left=-640 ! \720 videomixer name=mix ! ffmpegcolorspace ! videorate ! \721 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \722 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \723 filesink location=../youtube/HelloNode.avi \724 \725 filesrc location=./HelloNodeMotion.flv ! decodebin ! \726 videoscale ! ffmpegcolorspace ! \727 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \728 videobox right=-640 ! mix.730 gst-launch-0.10 \731 filesrc location=./HelloLoopStatic.flv ! decodebin ! \732 videoscale ! ffmpegcolorspace ! \733 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \734 videobox border-alpha=0 left=-640 ! \735 videomixer name=mix ! ffmpegcolorspace ! videorate ! \736 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \737 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \738 filesink location=../youtube/HelloLoop.avi \739 \740 filesrc location=./HelloLoopMotion.flv ! decodebin ! \741 videoscale ! ffmpegcolorspace ! \742 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \743 videobox right=-640 ! mix.