TL;DR: Digital video expert and VRML creator Mark Pesce walks you through core DirectShow capabilities for capturing, editing, and rendering media-demonstrating basic to advanced techniques for producing studio-quality results.
Abstract: From desktop to television screen, deliver broadcast-ready digital video with DirectShow-the Microsoft DirectX streaming API integrated in the Windows operating system. Digital video expert and VRML creator Mark Pesce walks you through core DirectShow capabilities for capturing, editing, and rendering media-demonstrating basic to advanced techniques for producing studio-quality results. Whether you're looking to add simple playback to an application or create your own movies and features, you'll get the tools, guidance, and ready-to-use media clips you need to get started now. Learn how to: * Use the GraphEdit design tool to rapidly prototype applications * Write your own source, transform, and renderer filters * Capture audio and video from Webcams, digital video cameras, and TV tuners * Compress digital video streams onto disk * Place clips and tracks on a timeline with DirectShow Editing Services * Merge multiple video streams with the Video Mixing Renderer (VMR) * Synchronize audio and video * Create simple programs to play MP3, WAV, MIDI, AVI, and Microsoft Windows Media files * Use DirectX Media Objects (DMOs) for faster, lightweight development of effects, encoders, and decoders * Extend DirectShow with AVIs and Windows Media Format CD inside Includes reusable media and code samples CD features: * Microsoft DirectX 9.0 Software Development Kit (SDK) and documentation * Music, a movie short, and other video and audio samples * All the book's programs and code
TL;DR: PeerStreaming is a receiver-driven peer-topeer (P2P) media streaming system capable of live P2P streaming, decoding and rendering a number of media format, such as MPEG1/2/4, WMA/WMV and the embedded media of [10].
Abstract: We have developed PeerStreaming, a receiver-driven peer-topeer (P2P) media streaming system. Recognizing the fact that the peer is performing a favor for the client and the server during the streaming session, the design philosophy of PeerStreaming is to ensure that the peer is lightweight and the P2P network is loosely coupled. The peer performs simple operations, and may elect to cache only part of the streaming media. It does not collaborate with other peers, may be unreliable and may drop offline or come online during the streaming session. The client coordinates the peers, streams the media from multiple peers, performs load balancing, handles the online/offline of peers, decoding and rendering the media, all in real-time. Through the high rate erasure resilient code, the serving peers may hold partial media without conflict, and the client simply retrieves a fixed number of erasure coded blocks regardless of where and what specific blocks are retrieved. PeerStreaming can stream the embedded coded media, and vary the streaming bitrate according to the serving bandwidths and the client queue status. Via the Microsoft DirectShow framework, PeerStreaming is capable of live P2P streaming, decoding and rendering a number of media format, such as MPEG1/2/4, WMA/WMV, and the embedded media of [10].
TL;DR: Microsoft's DirectShow Streaming Media Architecture and Windows Driver Model provide the infrastructure for today's post-production applications and hardware to truly become interoperable.
Abstract: The desktop revolution in production and post-production has dramatically changed the way film and television programs are made, simultaneously reducing equipment costs and increasing operator efficiency. The enabling digital innovations by individual companies using standard computing platforms has come at a price-these custom implementations and closed solutions make sharing of media and hardware between applications difficult if not impossible. Microsoft's DirectShow Streaming Media Architecture and Windows Driver Model provide the infrastructure for today's post-production applications and hardware to truly become interoperable. This paper describes the architecture, supporting technologies, and their application in post-production scenarios.
TL;DR: The paper addresses the problem of adding network and host adaptive capability to DirectShow/sup TM/ RTP by adding support for streaming applications which dynamically compensate for varying resource availability on the local host and on the computer networks being used to deliver multimedia data to and from these applications.
Abstract: Execution of a collaboration application or a distributed game involves many individual multimedia applications that concurrently generate and consume audio and video streams. As the resource requirements of individual streams change and as streams/applications are started or terminated, the amount of available resources may change dynamically. Networked MultiMedia applications must be willing to adapt to these changes by taking advantage of the fact that they can deliver varying levels of service that are acceptable to users. The paper addresses the problem of adding network and host adaptive capability to DirectShow/sup TM/ RTP. DirectShow/sup TM/ is Microsoft's architecture for capture and presentation of multimedia data. DirectShow RTP is a framework that extends the DirectShow architecture, adding support for streaming multimedia data using the RTP protocol. We have extended this framework by adding support for streaming applications which dynamically compensate for varying resource availability on the local host and on the computer networks being used to deliver multimedia data to and from these applications. The lessons learned are useful both to applications and to designers of frameworks used to build such applications.
TL;DR: This work presents a series of interactive conducting systems that incorporate audio and video recordings that have been well-received as museum exhibits around the world and can be attributed to the difficulty of working with time-based effects in current multimedia frameworks such as Apple’s QuickTime, Microsoft's DirectShow/DirectSound, or Max/MSP.
Abstract: 21 Following advances in hardware and computing power, interactive conducting systems have grown in complexity and capability. Modern conducting systems incorporate research from a variety of disciplines, including motion tracking, gesture recognition and interpretation, and digital signal processing. Frameworks have emerged in recent years to enable rapid development of such complex systems, including Max/MSP for manipulating and processing synthesized and sampled audio (Puckette 2002) and EyesWeb for gesture tracking (Camurri, Mazzarino, and Volpe 2003). Today’s computers are, moreover, able to handle large chains of complex filters and other operations on digitally sampled audio and video streams in real time. In contrast, modern computer-music systems often do not take full advantage of these capabilities by continuing to use synthesized music, usually MIDI-based; even fewer incorporate video. Using synthesized music over digitally sampled audio streams affords a higher level of semantic access to the data, such as beats, notes, and voicings. However, digital audio and video recordings can offer a higher level of fidelity and realism: today’s synthesizing technology is still unable to reproduce, for example, the unique character of the Vienna Philharmonic playing in their Golden Hall of Vienna’s Musikverein. Part of the problem can be attributed to the difficulty of working with time-based effects in current multimedia frameworks such as Apple’s QuickTime, Microsoft’s DirectShow/DirectSound, or Max/MSP. We have encountered some of these difficulties in our own work, which includes a series of interactive conducting systems that incorporate audio and video recordings. These systems have been well-received as museum exhibits around the world. Personal Orchestra, which was coordinated by Max Muhlhauser