how to improve my code to make better video quality? - c#

I am using the following code to leverage Windows Media Encoder to record screen. I am using Windows Vista, screen resolution 1024 × 768, 32-bit. My issue is, the video could be recorded successfully, but when I playback the recorded video, the quality of video is not very good -- e.g. characters are very obscure. I am wondering what are the parameters I should try to tune to get better quality of recorder video?
My code,
static WMEncoder encoder = new WMEncoder();
IWMEncSourceGroup SrcGrp;
IWMEncSourceGroupCollection SrcGrpColl;
SrcGrpColl = encoder.SourceGroupCollection;
SrcGrp = (IWMEncSourceGroup)SrcGrpColl.Add("SG_1");
IWMEncVideoSource2 SrcVid;
SrcVid = (IWMEncVideoSource2)SrcGrp.AddSource(WMENC_SOURCE_TYPE.WMENC_VIDEO);
SrcVid.SetInput("ScreenCap://ScreenCapture1", "", "");
IWMEncFile File = encoder.File;
File.LocalFileName = "C:\\OutputFile.avi";
// Choose a profile from the collection.
IWMEncProfileCollection ProColl = encoder.ProfileCollection;
IWMEncProfile Pro;
for (int i = 0; i < ProColl.Count; i++)
{
Pro = ProColl.Item(i);
if (Pro.Name == "Windows Media Video 8 for Local Area Network (384 Kbps)")
{
SrcGrp.set_Profile(Pro);
break;
}
}
encoder.Start();
thanks in advance,
George

Video encoders use a certain kbit/second ratio to limit the size of the generated stream. The fewer kbits/sec the less detail you will get due to fewer coefficients from the DCT and bigger quantization values. In other words: the more kbits/sec you put into the video the more detail can be stored in the stream by the encoder.
Judging by your code you have chosen a profile which uses 384 kbit/s which is not very much for a 1024*768 video. You should try other profiles or set bitrate you want yourself.

Related

Accord.Video.FFMPEG creates very low quality video

I use Accord.Video.FFMPEG to create a video of 200 images with the H264 codec. For some reason, the video is very poor quality. Its size is less than 1MB. When choosing VideoCodec.Raw, the quality is high, but I am not happy with the huge size.
I do something like this
using (var vFWriter = new VideoFileWriter())
{
vFWriter.Open(video_name, 1920, 1080, 24, VideoCodec.H264);
for (int i = 0; i < 200; ++i)
{
var img_name_src = ...
using (Bitmap src_jpg = new Bitmap(img_name_src))
{
vFWriter.WriteVideoFrame(src_jpg);
}
}
vFWriter.Close();
}
When I run the program, messages appear:
[swscaler # 06c36d20] deprecated pixel format used, make sure you did set range correctly
[swscaler # 06e837a0] deprecated pixel format used, make sure you did set range correctly
[avi # 06c43980] Using AVStream.codec.time_base as a timebase hint to the muxer is deprecated. Set AVStream.time_base instead.
[avi # 06c43980] Using AVStream.codec to pass codec parameters to muxers is deprecated, use AVStream.codecpar instead.
I don’t know if they affect something.
It looks like 1 frame:
This is the frame from the video:
How to fix it?
Is there any other way in C# to create a video from individual frames?
Usually, video quality is down to the bitrate which can be changed with this overload:
writer.Open(fileName, width, height, frameRate, VideoCodec, BitRate);
In the millions, the video still has artifacts on high detail frames but is mostly fine. In the billions however, artifacts disappear entirely but file size sky rockets and playback speed is affected by retrieval times from the disk.
Try experimenting with different VideoCodecs, bitrates and file types (mp4, avi, webm etc) to find a suitable balance for your project.

Streaming video (C# using FFmpeg AutoGen) sends multiple data requests

I've written a video generator that rights a video in h264 format (mp4). When I stream the video from my azure service, i'm seeing the following network traffic:
The AVCodecContext layout I'm using is as follows:
AVCodec* videoCodec = ffmpeg.avcodec_find_encoder(AVCodecID.AV_CODEC_ID_H264)
AVCodecContext* videoCodecContext = ffmpeg.avcodec_alloc_context3(videoCodec);
videoCodecContext->bit_rate = 400000;
videoCodecContext->width = 1280;
videoCodecContext->height = 720;
videoCodecContext->gop_size = 12;
videoCodecContext->max_b_frames = 1;
videoCodecContext->pix_fmt = videoCodec->pix_fmts[0];
videoCodecContext->codec_id = videoCodec->id;
videoCodecContext->codec_type = videoCodec->type;
videoCodecContext->time_base = new AVRational
{
num = 1,
den = 30
};
ffmpeg.av_opt_set(videoCodecContext->priv_data, "preset", "ultrafast");
I'm also tried setting the "movflags" option for avformat_write_header() via an AVDictionary, but then av_write_trailer() returns -2, cause the file to not finish writing.
I cannot figure out how to solve this problem. Videos generating using Windows Movie Maker stream perfectly.
I know this has something to do with mdat and mov positions.
Also, this appears to only happening in Google Chrome.
OK, figured this out. I've been writing the video frames first and the audio frames afterwards. Instead, you have to write them side by side in order for faststart to actually work and allow the video to stream.
So, write a specific amount of audio and then determine if a video frame should be written by checking the timebases against the current writing indexes.
This example will show you how its done.
Also, to get the video and audio streams to have accurate PTS/DTS values, look at this question.

Converting Image in c#

Edit: SOLVED! Please see my answer down below for details.
I was unable to find an answer to the original question but I found an alternate solution
This question may be asked somewhere else but I have been searching for days and can't find anything that helps.
Question: I need to convert "Stream" to "image(bgr, byte)" in one go, Is there a way/command to convert directly from System.Drawing.Image.FromStream to Emgu.CV.Image(Bgr, Byte) without converting from stream to image to bitmap to image(bgr, byte)?
Information: I'm coding in c# in Visual Studio 2010 as part of my dissertation project.
I am taking a image stream from an IP camera on a network and applying many algorithms to detect faces/extract facial features and recognise an individuals face. On my laptops local camera I can achieve FPS of about 25~ (give or take) including algorithms because I don't have to convert the image. For an IP camera stream I need to convert it many times to achieve the desired format and the result is around 5-8fps.
(I know my current method is extremely inefficient which is why I'm here, I'm actually converting an image 5 times total (even gray scaling too), actually only using half of my processors memory (i7, 8gb RAM)). It does have to be image(bgr, byte) as that is the only format the algorithms will function with.
The code I'm using to get the image:
//headers
using System.IO
using System.Threading;
using System.Net;
//request a connection
req = (HttpWebRequest)HttpWebRequest.Create(cameraUrl);
//gives chance for timeout for errors to occur or loss of connection
req.AllowWriteStreamBuffering = true;
req.Timeout = 20000;
//retrieve response (if successfull)
res = req.GetResponse();
//image returned
stream = res.GetResponseStream();
I have alot of stuff in the background managing connections, data, security etc which I have shortened to the above code.
My current code to covert the image to the desired output:
//Convert stream to image then to bitmap
Bitmap bmpImage = new Bitmap(System.Drawing.Image.FromStream(stream));
//Convert to emgu image (desired goal)
currentFrame = new Emgu.CV.Image<Bgr, Byte>(bmpImage);
//gray scale for other uses
gray = currentFrame.Convert<Gray, Byte>();
I understand there is a method to save an image locally temporarily but I would need to avoid that for security purposes. I'm looking more for a direct conversion to help save processing power.
Am I overlooking something? All help is appreciated.
Thanks for reading. (I will update this if anyone requests any more details)
-Dave
You've got a couple potential bottlenecks, not the least of which is that you're probably jpeg decoding the stream into an image and then converting that into a bitmap and then into an openCV image.
One way around this is to bypass the .NET imaging entirely. This would involve trying to use libjpeg directly. There's a free port of it here in C#, and IIRC you can hook into it to get called on a per-scanline basis to fill up a buffer.
The downside is that you're decoding JPEG data in managed code which will run at least 1.5X slower than equivalent the C, although quite frankly I would expect network speed to dwarf this immensely.
OpenCV should be able to read jpeg images directly (wanna guess what they use under the hood? Survey says: libjpeg), which means that you can buffer up the entire stream and hand it to OpenCV and bypass the .NET layer entirely.
I believe I found the answer to my problem. I have dabbled using Vano Maisuradze's idea of processing in memory which improved the fps a tiny margin (not immediately noticable without testing). And also thanks to Plinths answer I have a understanding of Multi-Threading and I can optimise this as I progress as I can split the algorithms up to work in parallel.
What I think is my cause is the networking speed! not the actual algorithm delay. As pointed out by Vano with the stopwatch to find the speed the algorithms didn't actually consume that much. So with and without the algorithms the speed is about the same if I optimise using threading so the next frame is being collected as the previous one finishes processing.
I did some testing on some physical Cisco routers and got the same result if a bit slower messing round with clock speeds and bandwidths which was noticeable. So I need to find out a way to retrieve frames over networks faster, Very big thank you to everyone who answered who helped me understand better!
Conclusion:
Multi-threading to optimise
Processing in memory instead of converting constantly
Better networking solutions (Higher bandwidth and speeds)
Edit: The code to retrieve an image and process in memory for anyone who finds this looking for help
public void getFrames(object sender, EventArgs e)
{//Gets a frame from the IP cam
//Replace "IPADDRESS", "USERNAME", "PASSWORD"
//with respective data for your camera
string sourceURL = "http://IPADDRESS/snapshot.cgi?user=USERNAME&pwd=PASSWORD";
//used to store the image retrieved in memory
byte[] buffer = new byte[640 * 480];
int read, total = 0;
//Send a request to the peripheral via HTTP
HttpWebRequest req = (HttpWebRequest)WebRequest.Create(sourceURL);
WebResponse resp = req.GetResponse();
//Get the image capture after recieving a request
//Note: just a screenshot not a steady stream
Stream stream = resp.GetResponseStream();
while ((read = stream.Read(buffer, total, 1000)) != 0)
{
total += read;
}//While End
//Convert memory (byte) to bitmap and store in a picturebox
pictureBox1.Image = (Bitmap)Bitmap.FromStream(new MemoryStream(buffer, 0, total));
}//getFrames End
private void button1_Click(object sender, EventArgs e)
{//Trigger an event to start running the function when possible
Application.Idle += new EventHandler(getFrames);
}//Button1_Click End
You can save several image in memory (buffer) and then start processing from buffer.
Something like this:
//Convert stream to image then to bitmap
Bitmap bmpImage = new Bitmap(System.Drawing.Image.FromStream(stream));
//Convert to emgu image (desired goal)
currentFrame = new Emgu.CV.Image<Bgr, Byte>(bmpImage);
//gray scale for later use
gray = currentFrame.Convert<Gray, Byte>();
SaveToBuffer(gray);
Queue<Emgu.CV.Image<Gray, Byte>> buffer = new Queue<Emgu.CV.Image<Gray, Byte>>();
bool canProcess = false;
// ...
private void SaveToBuffer(Emgu.CV.Image<Gray, Byte> img)
{
buffer.Enqueue(img);
canProcess = buffer.Count > 100;
}
private void Process()
{
if(canProcess)
{
buffer.Dequeue();
// Processing logic goes here...
}
else
{
// Buffer is still loading...
}
}
But note that you will need enough RAM to store images in memory and also you should adjust buffer size to meat your requirements.

Mp3 frame decompress with NAudio

I am going through Mp3StreamingDemo from NAudio Source Demo, and I need an explanation (nothing in depth, just a few sentences, to get a general idea) about decompressing the Mp3 frame.
The actual code is:
IMp3FrameDecompressor decompressor = null;
//...
if (decompressor == null)
{
WaveFormat waveFormat = new Mp3WaveFormat(frame.SampleRate, frame.ChannelMode == ChannelMode.Mono ? 1 : 2, frame.FrameLength, frame.BitRate);
//What does AcmMp3FrameDecompressor do?
decompressor = new AcmMp3FrameDecompressor(waveFormat);
this.bufferedWaveProvider = new BufferedWaveProvider(decompressor.OutputFormat);
}
int decompressed = decompressor.DecompressFrame(frame, buffer, 0);
I do have some knowledge about MP3, how does it look, about frames, etc. I just don't understand the process of mp3 frame decompression? Specifically:
what for is AcmMp3FrameDecompressor class used? What does DecompressFrame method do?
I can see the code from the class, but to understand it in depth I think I'll need much more knowledge about audio itself. And at the moment, as I said, I would appreciate just a description in general.
Thank you for your time and help.
AcmMp3FrameDecompressor decompresses an MP3 frame to PCM using the ACM codec on your computer. All desktop versions of Windows since Windows XP come with one, but there are some cases you might encounter where one is unavailable. NAudio also supplies a DMO based MP3 frame decoder, which can be used on Windows Vista and newer.

Saving Surface to Bitmap and optimizing DirectX screen capture in C#

after a whole day of testing I came up with this code, which captures current screen using DirectX (SlimDX) and saves it into a file:
Device d;
public DxScreenCapture()
{
PresentParameters present_params = new PresentParameters();
present_params.Windowed = true;
present_params.SwapEffect = SwapEffect.Discard;
d = new Device(new Direct3D(), 0, DeviceType.Hardware, IntPtr.Zero, CreateFlags.SoftwareVertexProcessing, present_params);
}
public Surface CaptureScreen()
{
Surface s = Surface.CreateOffscreenPlain(d, Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height, Format.A8R8G8B8, Pool.Scratch);
d.GetFrontBufferData(0, s);
return s;
}
Then I do the following:
DxScreenCapture sc = new DxScreenCapture();
..code here
private void button1_Click(object sender, EventArgs e)
{
Stopwatch stopwatch = new Stopwatch();
// Begin timing
stopwatch.Start();
Surface s = sc.CaptureScreen();
Surface.ToFile(s, #"c:\temp\test.png", ImageFileFormat.Png);
s.Dispose();
stopwatch.Stop();
textBox1.Text = ("Elapsed:" + stopwatch.Elapsed.TotalMilliseconds);
}
The results are:
0. when I don't save surface: avg. elapsed time: 80-90ms
1. when I also save Surface to BMP file: format: ImageFileFormat.Bmp , avg. elapsed time: 120ms, file size: 7mb
2. when I also save Surface to PNG file: format: ImageFileFormat.Png , avg. elapsed time: 800ms, file size: 300kb
The questions are:
1. Is it possible to optimise current image capture? According to this article - Directx screen capture should be faster than GDI. For me, GDI usually takes 20ms to get a "Bitmap", whereas it takes 80ms to get "Surfare" using DX (both without saving).
http://www.codeproject.com/Articles/274461/Very-fast-screen-capture-using-DirectX-in-Csharp
2a. How to save Surface to PNG image format faster? When I save surface to 7mb BMP file it takes almost 6 times less time, than when I save the same surface to 300kb PNG file..
2b. Is it possible to save Surface directly to Bitmap so I don't have to create temporary files?
So I don't have to do following: Surface -> image file; image file open -> bitmap;, but instead: Surface -> bitmap
that's all for now. I'll gladly accept any tips, thanks!
Edit:
Just solved 2b by doing:
Bitmap bitmap = new Bitmap(SlimDX.Direct3D9.Surface.ToStream(s, SlimDX.Direct3D9.ImageFileFormat.Bmp));
Edit2:
Surface.ToFile(s, #"C:\temp\test.bmp", ImageFileFormat.Bmp);
Bitmap bitmap = new Bitmap(#"C:\temp\test.bmp");
is faster than:
Bitmap bitmap = new Bitmap(SlimDX.Direct3D9.Surface.ToStream(s, SlimDX.Direct3D9.ImageFileFormat.Bmp));
by 100 ms!!! Yeah, I couldn't believe my eyes too ;) I don't like the idea of temporary file creation, but a 50% performance increase (100-200ms instead of 200-300+) is a very good thing.
If you don't want to use SlimDX library you can also try
public Bitmap GimmeBitmap(Surface s)
{
GraphicsStream gs = SurfaceLoader.SaveToStream(ImageFileFormat.Bmp, s);
return new Bitmap(gs);
}
and try the same for .png - I did not test performance but it have to be faster than using disc temporary file :)
and as for 1st question - try to only once create surface and then on every screenshot only put into it device's buffer data and create the bitmap
d.GetFrontBufferData(0, s);
return new Bitmap(SurfaceLoader.SaveToStream(ImageFileFormat.Bmp, s));
this should save you some time :)
If performance really is an issue, you should consider writing your code in C++ instead. Therefor you dont need an external library but can directly access the backend-buffer of your video card via Windows-API + DirectX.
Accessing the backend(-video)-buffer is a lot faster than reading from the frontend-buffer.
To optimize performance (which also awnsers your question 1) use multithreading (see TPL or threading depending on your needs).
Here is an inside of how to do it in C++ CodeProject examples in C++.
From my personal experience, DirectX was by far the fastest.
These steps
1. reading backend-buffer into a bitmap to process the data
2. spawning new thread to repeat step 1 while previous thread is still busy
take about 10-40ms (together) - implemented in C++ (on NVIDIA GeForce GTX 970M) and depending on the current workload of the hardware
Possible middle course
If you want to stick with C# but also need the performance, writing a C++-dll for .NET (see .NET Programming with C++/CLI (Visual C++)) which reads the video buffer and returns the data to your C#-Code will do the trick.

Categories