Daala Quickstart: Difference between revisions
Line 62: | Line 62: | ||
* -v specifies the quality (currently from 0 to 511, where 0 is lossless | * -v specifies the quality (currently from 0 to 511, where 0 is lossless | ||
== Decoding a Video == | == Decoding/Playing a Video == | ||
Play the video: | Play the video in a window: | ||
./examples/player_example video.ogv | ./examples/player_example video.ogv | ||
For information on the controls available while playing, run | |||
./examples/player_example --help | ./examples/player_example --help | ||
If you want to use a different player, you can decode the video back to .y4m with | If you want to use a different player, you can decode the video back to .y4m with |
Revision as of 15:49, 11 August 2014
Getting Started
This is a simple guide to getting the code and encoding a simple video.
Installation
Pre-requisites
- Standard build tools (autoconf, automake v1.11 or later, libtool, and a C compiler)
- git
- libogg (v1.3 or later)
- libpng
- libjpeg
- libcheck (v0.9.8 or later, can be skipped if you pass --disable-unit-tests to ./configure)
- libsdl (can by skipped if you pass --disable-player to ./configure)
Instructions for installing these packages are OS-specific (feel free to contribute some here, especially if you tried installing these somewhere and ran into difficulties; you will likely save other people some pain). If you have a package manager that has separate -dev versions with the public headers, make sure you install those in addition to the actual libraries.
Mac OS X
Install Apple's command line developer tools. E.g. install Xcode from the App Store and select 'Command Line Tools' from the Preferences::Downloads panel, or download and install the pkg directly from developer.apple.com.
Install Homebrew
Run the following command to install dependencies:
brew install autoconf automake libtool libogg libpng libjpeg check sdl
Installation Procedure
Just run these commands:
git clone https://git.xiph.org/daala.git cd daala ./autogen.sh ./configure make
Note that the git clone can take several minutes to complete.
And optionally
make tools
Make sure you run the git clone operation on the same machine where you intend to use the code. Checking out a copy on Windows and then trying to use it on Linux will not work, as executable permissions and line-endings will not be set properly.
Encoding a Video
If you do not have one, get a sample video or two in .y4m format from media.xiph.org. These videos are relatively large and will take a long time to encode. There are also subsets of 1 second long videos for faster encoding:
We also maintain a set of still-image collections in .y4m format:
- Subset 1 (50 images, small training set)
- Subset 2 (1000 images, large training set)
- Subset 3 (50 images, small testing set)
- Subset 4 (1000 images, large testing set)
Encode the video:
./examples/encoder_example -v 30 video.y4m -o video.ogv
where
- video.y4m is the input video you want to encode,
- video.ogv is the name of the encoded video file to output,
- -v specifies the quality (currently from 0 to 511, where 0 is lossless
Decoding/Playing a Video
Play the video in a window:
./examples/player_example video.ogv
For information on the controls available while playing, run
./examples/player_example --help
If you want to use a different player, you can decode the video back to .y4m with
./examples/dump_video video.ogv -o decoded_video.y4m
Many other players can play back these .y4m files, and other tools can convert them to various other formats.
Using PNG Images
To encode a series of images:
make tools ./tools/png2y4m video%05d.png -o video.y4m
where %05d means your input images are named video00000.png, video00001.png, etc. You can leave out the %05d tag if you only want to convert a single image (which does not need to be numbered).
To convert a y4m back to PNGs:
./tools/y4m2png video.y4m -o video%05d.png
If you are converting a .y4m file that only contains a single frame (e.g., from one of the still-image subsets linked above), you can leave out the %05d tag. Conversion from PNG to Y4M uses the Rec 709 matrix with video levels, a box filter for chroma subsampling, and a triangular dither. Conversion back from Y4M to PNG uses the same matrix, levels, and box filter, but does not dither.