called “modern” usually isn't, and it's really not a toolkit.
Movit aims to be a _high-quality_, _high-performance_, _open-source_
-library for video filters. It is currently in alpha stage.
+library for video filters.
TL;DR, please give me download link and system demands
* GNU Make.
* A GPU capable of running GLSL fragment shaders,
process floating-point textures, and a few other things. If your machine
- is less than five years old _and you have the appropriate drivers_
- (don't complain to me if it doesn't work with Nouveau, please),
+ is less than five years old _and you have the appropriate drivers_,
you're home free.
-* The [Eigen 3] and [Google Test] libraries. (The library itself
- depends only on the former, but you probably want to run the unit tests.)
+* The [Eigen 3], [FFTW3] and [Google Test] libraries. (The library itself
+ does not depend on the latter, but you probably want to run the unit tests.)
+* The [GLEW] library, for dealing with OpenGL extensions on various
+ platforms.
Movit has been tested with Intel GPUs with the Mesa drivers
(you'll probably need at least Mesa 8.0), Radeon 3850 and GeForce GTX 550
Still TL;DR, please give me the list of filters
===============================================
-Blur, diffusion, glow, lift/gamma/gain (color correction), mirror,
-mix (add two inputs), scale (bilinear and Lanczos), sharpen
-(both by unsharp mask and by Wiener filters), saturation (or desaturation),
-vignette, and white balance.
+Blur, diffusion, FFT-based convolution, glow, lift/gamma/gain (color
+correction), mirror, mix (add two inputs), luma mix (use a map to wipe between
+two inputs), overlay (the Porter-Duff “over” operation), scale (bilinear and
+Lanczos), sharpen (both by unsharp mask and by Wiener filters), saturation
+(or desaturation), vignette, and white balance.
Yes, that's a short list. But they all look great, are fast and don't give
you any nasty surprises. (I'd love to include denoise, deinterlace and
Assuming you have an OpenGL context already set up:
<code>
+ using namespace movit;
EffectChain chain(1280, 720);
ImageFormat inout_format;
inout_format.color_space = COLORSPACE_sRGB;
inout_format.gamma_curve = GAMMA_sRGB;
- FlatInput *input = knew FlatInput(inout_format, FORMAT_BGRA, GL_UNSIGNED_BYTE, 1280, 720));
+ FlatInput *input = new FlatInput(inout_format, FORMAT_BGRA_POSTMULTIPLIED_ALPHA, GL_UNSIGNED_BYTE, 1280, 720));
chain.add_input(input);
Effect *saturation_effect = chain.add_effect(new SaturationEffect());
const float gain[] = { 0.8f, 1.0f, 1.0f };
lift_gamma_gain_effect->set_vec3("gain", &gain);
- chain.add_output(inout_format);
+ chain.add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
chain.finalize();
for ( ;; ) {
Backwards compatibility is fine and all, but sometimes we can do better
by observing that the world has moved on. In particular:
-* It's 2012, so people want to edit HD video.
-* It's 2012, so everybody has a GPU.
-* It's 2012, so everybody has a working C++ compiler.
+* It's 2014, so people want to edit HD video.
+* It's 2014, so everybody has a GPU.
+* It's 2014, so everybody has a working C++ compiler.
(Even Microsoft fixed theirs around 2003!)
-While from a programming standpoint I'd love to say that it's 2012
+While from a programming standpoint I'd love to say that it's 2014
and interlacing does no longer exist, but that's not true (and interlacing,
hated as it might be, is actually a useful and underrated technique for
bandwidth reduction in broadcast video). Movit will eventually provide
wide-gamut color spaces, like the one in Rec. 2020 (used for UHDTV), the
difference will be anything but subtle. As of [why working in linear
light matters](http://www.4p8.com/eric.brasseur/gamma.html),
-others have explained it better than I can; note also
-that this makes Movit future-proof when the world moves towards 10-
-and 12-bit color precision. The extra power from the GPU makes all of this
+others have explained it better than I can; note also that this makes Movit
+future-proof when the world moves towards 10- and 12-bit color precision
+(although the latter requires Movit to change from 16-bit to 32-bit floating
+point, it is a simple switch). The extra power from the GPU makes all of this
simple, so do we not need to make too many concessions for the sake of speed.
Movit does not currently do ICC profiles or advanced gamut mapping;