[FFmpeg-devel] [PATCH v2] Change cube faces order to match Youtube's

Hazem Ashmawy hazem.s.ashmawy at gmail.com
Wed Mar 14 10:14:54 EET 2018


So I'm still looking into using bilinear instead of nearest. Most of
the online discussions are in the context of computer graphics and
using things like openGL shaders.

One solution I found and may try to implement is to add padding pixels
around each face tile in the input frame. This should help in handling
sampling near cube edges and corners. However, I'm not sure about the
complexity of this or its effect on the performance. WDYT?

Meanwhile this is a hacky/lazy way to use bilinear, but I can barely
notice any improvements
over using nearest by my bare eyes, are there any systematic way to
evaluate the quality?
https://github.com/HazemSamir/FFmpeg/commit/fcd82b9782b5f32072d9b0516b275fe3d4f4a163

On 3/12/18, Paul B Mahol <onemda at gmail.com> wrote:
> On 3/12/18, Hazem Ashmawy <hazem.s.ashmawy at gmail.com> wrote:
>> On 3/12/18, Paul B Mahol <onemda at gmail.com> wrote:
>>> On 3/12/18, Hazem Ashmawy <hazem.s.ashmawy at gmail.com> wrote:
>>>> Sorry about that! Here is github branch
>>>>
>>>> https://github.com/FFmpeg/FFmpeg/compare/master...HazemSamir:panorama_youtube
>>>
>>> Good, now can you look at how to use bilinear instead of nearest
>>> interpolation
>>> for cubemap to equirectangular conversion.
>>>
>>> Nearest is extremly ugly.
>>>
>> Sure, will look into that. Just to take that into my consideration,
>> why didn't you use it at the first place? Were there any obstacles?
>
> It was non-trivial to do.
> _______________________________________________
> ffmpeg-devel mailing list
> ffmpeg-devel at ffmpeg.org
> http://ffmpeg.org/mailman/listinfo/ffmpeg-devel
>


More information about the ffmpeg-devel mailing list