NLE Video Editor
Conduct in-depth analysis to handle a secondary, implementation-related (and frankly quite challenging) concern regarding the placement of node and port connectivity data in memory. The intention is for the low-level model to use a custom data structure based on `lib::Several`, allowing for flexible and compact arrangement of the connectivity descriptors within tiled memory blocks, which can then later be discarded in bulk, whenever a segment of the render graph is superseded. Yet since the generated descriptors are heterogeneous and, due to virtual functions, can not be trivially copied, the corresponding placement invocations on the data builder API must not be mixed, but rather given in ordered strikes and preceded by a dimensioning call to pre-reserve a bulk of storage However, doing so directly would jeopardise the open and flexible nature of the node builder API, thereby creating a dangerous coupling between the implementation levels of the node graph and of prospective library wrapper plug-ins in charge of controlling details of the graph layout. The solution devised here entails a functional helper data structure created temporarily within the builder API stack frames; the detailed and local type information provided from within the library plug-in can thereby be embedded into opaque builder functors, allowing to delay the actual data generation up until the final builder step, at which point the complete number and size requirements of connectivity data is known and can be used for dimensioning. |
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Lumiera -- the video NLE for Linux ==================================== Version: 0.pre.03 :Date: 11/2015 ************************************************************* Lumiera is a non-linear video editing and compositing tool. The Application will allow to edit footage in the common multimedia formats (quicktime, ogg, mkv, avi) and audio/video stream codecs (dv, mpeg1/2/4, h264 ...) Lumiera features non-destructive editing, compositing tools, a selection of effects plugins, processing in RGB, YUV and RGB-float colour models and the ability to mix media with differing sizes and framerates. Lumiera is especially well suited for large and elaborate professional editing tasks with lots of material, several scenes, nested sequences, colour grading, 3D support, full fledged sound montage and multiple edit versions prepared in parallel. NOTE: as of 11/2015, Lumiera is in early development stage; it is not usable yet. The above describes the Lumiera project vision, which will need years to implement. This preview Release installs a current development snapshot in pre-alpha stage. Visit http://Lumiera.org and join the mailing list when interested in Lumiera planning and development. **************************************************************** Lumiera pre-Alpha Versions -------------------------- **This source tree doesn't yet contain a working video editing application** + Rather, it contains the framework and technology core of the envisioned Application ``Lumiera''. See http://issues.lumiera.org/roadmap[Project roadmap] As of _11/2015_ (0.pre.03):: a lot of long standing maintennance work has been done. The Project switched to C++11 and in the end even to C++14 and Debian/Jessie as reference platform, followed by clean-up of now obsolete workarounds. On the GUI side, we largely made the transition to GTK-3, which lead to rework of our timeline widget, not finished yet. This work also spured an effort the connection and communication between Proc and the UI, which is expected to be asynchroneous. Due to the limited developer resources, work on the Engine and Player part is stalled. As of _10/2013_ (0.pre.02):: the data models have been elaborated and some significant parts of the session are finished. Work has continued with time handling, a draft of the output connection framework, a draft of the player subsystem and interfaces to the engine and processing network. Unfortunately there was a considerable slowdown and decrease in team size, yet still the code base is growing towards 90k LOC. No tangible progress regarding the GUI and the backend. As of _1/2011_ (0.pre.01):: the project has created and documented a fairly consistent design, partially coded up -- starting from the technical foundations and working up. The code base is approaching 65k LOC. Roughly half of this is test code. The Application can be installed and started to bring up a GTK GUI framework, but the GUI is very preliminary and not connected to core functionality. The video processing pipeline exists only in the blueprints. As of _2/2008_:: the project has been separated completely from ``Cinelerra'', the parent project. The Community, which at that time was largely identical to the Cinelerra-CV community, choose the new project name ``Lumiera'' through a collaborative selection and vote. The basic project infrastructure is up and running, and work on the new codebase has started. We can show nothing beyond a test suite for some time to come. As of _7/2007_:: we started with the backend and render engine draft, some example code complemented by several unit tests. There is a TiddlyWiki with detailed design considerations and developer documentation and a UML model Build Requirements ------------------ For building Lumiera, you'll need: * C99 / C++14 compiler GCC `>=4.9` or Clang `>=3.5` * Git Version management system * http://www.scons.org/[SCons build system] * http://www.boost.org/[Boost libraries] * http://gmerlin.sourceforge.net/[GAVL library] * http://nobug.pipapo.org/[NoBug library] * http://www.gtkmm.org/en/[GTKmm] * http://alsa-project.org[ALSA libasound2-dev] * http://cgit.freedesktop.org/xorg/lib/libXv[libXv] * https://wiki.gnome.org/LibRsvg[lib rSVG] * https://git.gnome.org/browse/gdl[lib GDL] See the online documentation at http://Lumiera.org/download.html Debian Package -------------- Hermann Vosseler (aka Ichthyo) maintains a *Debian* packaging of the source tree - the package definition can be pulled from `git://git.lumiera.org/debian/lumiera/` - the package can be built by `git-buildpackage`