How can I get remote video width and height in webrtc - webrtc

I understand I can set width and height as constraints for local video. However, I'm not sure how to get the remote video width and height through an RTCPeerConnection. I googled quite a bit but it seems I didn't get any useful information. I think this should be a common question, so I guess I might have missed the direction. Sorry I'm new to webrtc.
The reason I want to get remote video size is that I want to keep the aspect ratio correct and show it in a local div, so that the remote video is not going to be stretched.
Edit:
It seems video.videoWidth and video.videoHeight are what I was looking for. However, I got both 0 in the ontrack callback. However, I could get the correct sizes in the chrome inspector after the video started to play for a while. I still haven't figured out when these values started to be available.

Use videoWidth and videoHeight and listen for the onsize/onresize events of the video element as well as the loadedmetadata. See here in one of the official webrtc samples and note that the video width can change if the encoder needs to adapt to low-bandwidth situations.

Related

sony-camera-api trackingFocus

I can turn tracking Focus on and use the actTrackingFocus. Once the actTrackingFocus is set how can I get the coordinates back from the camera so I can draw a box in the Liveview box showing what the camera is focused on?
That is not possible with the existing API unfortunately.
Appreciate that this is an old question, but if you are still trying and OK playing in python...
The tracking focus location is (apparently) reported via the frame info packets, and thus you have to enable them and then decode.
We are attempting to do this with pysony 1
Use 'python src/example/pygameLiveView -i' to see the reported locations. You might need to add your 'actTrackingFocus()' call to enable tracking focus, but they should be rendered (box with triangle corners) on screen.
Since none of the devs have a camera which support tracking focus, we'd love to hear whether it works on not. :-)

Video in video.js-Player not displayed correctly

I have a problem regarding a video that is not displayed correctly in the video.js player:
http://www.ulrichbangert.de/kakteen/zeitraffer_vjs.php?Idx=10
As you can see from the page source the dimensions of the player are set to 640x480. The video has the same dimensions which I verified by loading it into my local player and displaying the properties. But: At the left and the right of the video there is a gap of some pixels. The poster is displayed correctly without these gaps. This results in an ugly skip when the player switches from the video to the poster. The poster image is the last frame of the video.
Other videos like this one
http://www.ulrichbangert.de/orchid/zeitraffer.php?Idx=1
are playing fine without a skip but I can't find any difference between these and the faulty one.
My browser is Firefox 23.0.1 thus the ogv video is used.
Can anybody help?
Best regards - Ulrich

How do I process video frames in HTML5 quickly?

I am testing HTML5's video API. The plan is to have a video play with an effect, like making it black and white. I have and working together using a buffer. I take the current video frame and copy to the scratch buffer where I can process it. The problem is the rate at which it runs.
The Video API of HTML5 has the 'timeupdate' event. I tried using this to have the handler process frames, once for every frame, but it runs at a slower rate than the video.
Any ideas to speed up processing frames?
You can get much more frequent redraws by using requestAnimationFrame to determine when to update your canvas, rather than relying on timeupdate, which only updates every 200-250ms. It's definitely not enough for frame-accurate animation. requestAnimationFrame will update at most every 16ms (approx 60fps), but the browser will throttle it as necessary and sync with video buffer draw calls. It's pretty much exactly what you want for this sort of thing.
Even with higher frame rates, processing video frames with a 2D canvas is going to be pretty slow. For one thing, you're processing every pixel sequentially in the CPU, running Javascript. The other problem is that you're copying around a lot of memory. There's no way to directly access pixels in a video element. Instead, you have to copy the whole frame into a canvas first. Then, you have to call getImageData, which not only copies the whole frame a second time, but it also has to allocate the whole block of memory again, since it creates a new ImageData every time. Would be nice if you could copy into an existing buffer, but you can't.
It turns out you can do extremely fast image processing with WebGL. I've written a library called Seriously.js for exactly this purpose. Check out the wiki for a FAQ and tutorial. There's a Hue/Saturation plugin you can use - just drop the saturation to -1 to get your video to grayscale.
The code will look something like this:
var composition = new Seriously();
var effect = composition.effect('hue-saturation');
var target = composition.target('#mycanvas');
effect.source = '#myvideo';
effect.saturation = -1;
target.source = effect;
composition.go();
The big down side of using WebGL is that not every browser or computer will support it - Internet Explorer is out, as is any machine with old or weird video drivers. Most mobile browsers don't support it. You can get good stats on it here and here. But you can get very high frame rates on pretty large videos, even with much more complex effects.
(There is also a small issue with a browser bug that, oddly enough, shows up in both Chrome and Firefox. Your canvas will often be one frame behind the video, which is only an issue if the video is paused, and is most egregious if you're skipping around. The only workaround seems to be to keep forcing updates, even if your video is paused, which is less efficient. Please feel free to vote those tickets up so they get some attention.)

360 degree video in MPMoviePlayerController

I am trying to develop an iphone application which needs to show a 360 degree video like the one and rotate the video as per the phone movement. How can i do this? Is it possible to do this with normal MPMovieplayer controller?
I don't think you can do this with a normal MPMoviePlayerController, but there are several libraries out there to achieve this. Have a look here:
PanoramaGL
Panorama 360
They work with OpenGL and you can embed them in your Objective-C code.
EDIT:
As #Mangesh Vyas kindly pointed out those are intended to use with fixed images only. However they might be a suitable starting point for embedding video as well, if you modify the code accordingly. They already do the handling of direction, accelerometer etc. so you don't have to implement all that yourself.

QTKit capture: what frame size to use?

I am writing a simple video messenger-like application, and therefore i need to get frames of some compromise size to be able to fit into the available bandwidth, and still to have the captured image not distorted.
To retrieve frames I am using QTCaptureVideoPreviewOutput class, and i am successfully getting frames in the didOutputVideoFrame callback. (i need raw frames - mostly because i am using a custom encoder, so i just would like to get "raw bitmaps").
The problem is that for these new iSight cameras i am getting literally huge frames.
Luckily, these classes for capturing raw frames (QTCaptureVideoPreviewOutput) provide method setPixelBufferAttributes that allows to specify what kind of frames would i like to get. If i am lucky enough to guess some frame size that camera supports, i can specify it and QTKit will switch the camera into this specified mode. If i am unlucky - i get a blurred image (because it was stretched/shrinked), and, most likely, non-proportional.
I have been searching trough lists.apple.com, and stackoverflow.com, the answer is "Apple currently does not provide functionality to retrieve camera's native frame sizes". Well, nothing i can do about that.
Maybe i should provide in settings the most common frame sizes, and the user has to try them to see what works for him? But what are these common frame sizes? Where could i get a list of the frame dimensions that UVC cameras generate usually?
For testing my application i am using a UVC compliant camera, but not an iSight. I assume not every user is using iSight either, and i am sure even between different models iSight cameras have different frame dimensions.
Or, maybe, i should switch the camera to the default mode, generate a few frames, see what sizes it generates, and at least i will have some proportions? This looks like a real hack, and doesn't seem to be natural. And the image is most likely going to be blurred again.
Could you please help me, how have your dealt with this issue? I am sure i am not the first one who is faced with it. What would be the approach you would choose?
Thank you,
James
You are right, iSight camera produces huge frames. However, I doubt you can switch the camera to a different mode by setting pixel buffer attributes. More likely you set the mode of processing the frames in the QTCaptureVideoPreviewOutput. Take a look at QTCaptureDecompressedVideoOutput if you have not done it yet.
We also use the sample buffer to get the frame size. So, I would not say it's a hack.
A more natural way would be to make your own Quicktime Component that implements your custom encoding algorithm. In this case Quicktime would be able to use inside QTCaptureMovieFileOutput during the capture session. It would be a proper, but also a hard way.