lumiera_/doc/devel/rfc/ProcHighLevelModel.txt
Ichthyostega d3d7ea35ad Global-Layer-Renaming: fix remaining textual usages and IDs in the code
- most notably the NOBUG logging flags have been renamed now
 - but for the configuration, I'll stick to "GUI" for now,
   since "Stage" would be bewildering for an occasional user
 - in a similar vein, most documentation continues to refer to the GUI
2018-12-10 00:09:56 +01:00

251 lines
12 KiB
Text

[grid="all"]
`------------`-----------------------
*State* _Final_
*Date* _2008-08-16_
*Proposed by* link:Ichthyostega[]
-------------------------------------
High-level model in the Steam-Layer
-----------------------------------
The purpose of this link:DesignProcess[] entry is to collect together
informations regarding the design and structure of the high-level model of
Lumiera's Steam-Layer. Most of the information presented here is already written
down somewhere, in the
http://www.lumiera.org/wiki/renderengine.html#SessionOverview[Development
TiddlyWiki] and in source code comments. This summer, we had quite some
discussions regarding meta-clips, a *container* concept and the arrangement of
tracks, which further helped to shape the model as presented here.
While the low-level model holds the data used for carrying out the actual media
data processing (=rendering), the high-level model is what the user works upon
when performing edit operations through the GUI (or script driven in
"headless"). Its building blocks and combination rules determine largely what
structures can be created within the
http://www.lumiera.org/wiki/renderengine.html#Session[Session]. On the whole,
it is a collection of
http://www.lumiera.org/wiki/renderengine.html#MObjects[media objects] stuck
together and arranged by
http://www.lumiera.org/wiki/renderengine.html#Placement[placements].
Basically, the structure of the high-level model is is a very open and flexible
one — every valid connection of the underlying object types is allowed
— but the transformation into a low-level node network for rendering
follows certain patterns and only takes into account any objects reachable
while processing the session data in accordance to these patterns. Taking into
account the parameters and the structure of these objects visited when
building, the low-level render node network is configured in detail.
The fundamental metaphor or structural pattern is to create processing *pipes*,
which are a linear chain of data processing modules, starting from an source
port and providing an exit point.
http://www.lumiera.org/wiki/renderengine.html#Pipe[Pipes] are a _concept or
pattern,_ they don't exist as objects. Each pipe has an input side and an
output side and is in itself something like a Bus treating a single
http://www.lumiera.org/wiki/renderengine.html#StreamType[media stream] (but
this stream may still have an internal structure, e.g. several channels related
to a spatial audio system). Other processing entities like effects and
transitions can be placed (attached) at the pipe, resulting them to be appended
to form this chain. Optionally, there may be a *wiring plug*, requesting the
exit point to be connected to another pipe. When omitted, the wiring will be
figured out automatically. Thus, when making an connection _to_ a pipe, output
data will be sent to the *source port* (input side) of the pipe, wheras when
making a connection _from_ a pipe, data from it's exit point will be routed to
the destination. Incidentally, the low-level model and the render engine employ
_pull-based processing,_ but this is rather of no relevance for the high-level
model.
image:{imgd}/high-level1.png[]
Normally, pipes are limited to a _strictly linear chain_ of data processors
("*effects*") working on a single data stream type, and consequently there is a
single *exit point* which may be wired to an destination. As an exception to
this rule, you may insert wire tap nodes (probe points), which explicitly may
send data to an arbitrary input port; they are never wired automatically. It is
possible to create cyclic connections by such arbitrary wiring, which will be
detected by the builder and flagged as an error.
While pipes have a rather rigid and limited structure, it is allowed to make
several connections to and from any pipe — even connections requiring an
stream type conversion. It is not even necessary to specify ''any'' output
destination, because then the wiring will be figured out automatically by
searching the context and finally using some general rule. Connecting multiple
outputs to the input of another pipe automatically creates a *mixing step*
(which optionally can be controlled by a fader). Several pipes may be joined
together by a *transition*, which in the general case simultaneously treats N
media streams. Of course, the most common case is to combine two streams into
one output, thereby also mixing them. Most available transition plugins belong
to this category, but, as said, the model isn't limited to this simple case,
and moreover it is possible to attach several overlapping transitions covering
the same time interval.
Individual Media Objects are attached, located or joined together by
*Placements* . A
http://www.lumiera.org/wiki/renderengine.html#Placement[Placement] is a handle
for a single MObject (implemented as a refcounting smart-ptr) and contains a
list of placement specifications, called
http://www.lumiera.org/wiki/renderengine.html[LocatingPin]. Adding an placement
to the session acts as if creating an _instance_ . (it behaves like a clone in
case of multiple placements of the same object). Besides absolute and relative
placement, there is also the possibility of a placement to stick directly to
another MObject's placement, e.g. for attaching an effect to a clip or to
connect an automation data set to an effect. This _stick-to placement_ creates
sort of a loose clustering of objects: it will derive the position from the
placement it is attached to. Note that while the length and the in/out points
are a _property of the MObject_ , it's actual location depends on how it is
_placed_ and thus can be maintained quite dynamically. Note further that
effects can have an length on their own, thus by using these attachement
mechaics, the wiring and configuration within the high-level model can be quite
time dependant.
image:{imgd}/high-level2.png[]
Actually a *clip* is handled as if it was comprised of local pipe(s). In the
example shown here, a two-channel clip has three effects attached, plus a
wiring plug. Each of those attachments is used only if applicable to the media
stream type the respective pipe will process. As the clip has two channels
(e.g. video and audio), it will have two *source ports* pulling from the
underlying media. Thus, as showed in the drawing to the right, by chaining up
any attached effect applicable to the respective stream type defined by the
source port, effectively each channel (sub)clip gets its own specifically
adapted processing pipe.
Example of an complete Session
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
image:{imgd}/high-level3.png[]
The Session contains several independent
http://www.lumiera.org/wiki/renderengine.html#EDL[EDL]s plus an output bus
section ( *global Pipes* ). Each EDL holds a collection of MObjects placed
within a *tree of tracks* . Within Lumiera, tracks are a rather passive means
for organizing media objects, but aren't involved into the data processing
themselves. The possibility of nesting tracks allows for easy grouping. Like
the other objects, tracks are connected together by placements: A track holds
the list of placements of its child tracks. Each EDL holds a single placement
pointing to the root track.
As placements have the ability to cooperate and derive any missing placement
specifications, this creates a hierarchical structure throughout the session,
where parts on any level behave similar if applicable. For example, when a
track is anchored to some external entity (label, sync point in sound, etc),
all objects placed relatively to this track will adjust and follow
automatically. This relation between the track tree and the individual objects
is especially important for the wiring, which, if not defined locally within an
MObject's placement, is derived by searching up this track tree and utilizing
the wiring plug locating pins found there, if applicable. In the default
configuration, the placement of an EDL's root track contains a wiring plug for
video and another wiring plug for audio. This setup is sufficient for getting
every object within this EDL wired up automatically to the correct global
output pipe. Moreover, when adding another wiring plug to some sub track, we
can intercept and reroute the connections of all objects creating output of
this specific stream type within this track and on all child tracks.
Besides routing to a global pipe, wiring plugs can also connect to the source
port of an *meta-clip*. In this example session, the outputs of EDL-2 as
defined by locating pins in it's root track's placement, are directed to the
source ports of a
http://www.lumiera.org/wiki/renderengine.html#VirtualClip[meta-clip] placed
within EDL-1. Thus, within EDL-1, the contents of EDL-2 appear like a
pseudo-media, from which the (meta) clip has been taken. They can be adorned
with effects and processed further completely similar to a real clip.
Finally, this example shows an *automation* data set controlling some parameter
of an effect contained in one of the global pipes. From the effect's POV, the
automation is simply a
http://www.lumiera.org/wiki/renderengine.html[ParamProvider], i.e a function
yielding a scalar value over time. The automation data set may be implemented
as a bézier curve, or by a mathematical function (e.g. sine or fractal pseudo
random) or by some captured and interpolated data values. Interestingly, in
this example the automation data set has been placed relatively to the meta
clip (albeit on another track), thus it will follow and adjust when the latter
is moved.
Tasks
^^^^^
Lagely, the objects exist in code, but lots of details are missing
* Effect-MObojects are currently just a stub
* the actual data storage holding the placements within the EDL has to be
implemented
* has to work out how to implement the ref to a param provider
* similar, there is a memory management issue regarding relative placement
* the locating pins are just stubs and query logic within placement needs to
be implemented
Pros
^^^^
* very open and modular, allows for creating quite dynamic object behaviour in
the sessison
* implementation is rather simple, because it relies on a small number of
generic building blocks
Cons
^^^^
* very tightly coupled to the general design of the Steam-Layer. Doesn't make
much sense without a Builder and a Rules-based configuration
* not all semantic constraints are enforced structurally. Rather, it is
assumed that the builder will follow certain patterns and ignore non
conforming parts
* allows to create patterns which go beyond the abilities of current GUI
technology. Thus the interface to the stage layer (GUI) needs extra care and
won't be a simple as it could be with a more conventional approach. Also,
the GUI needs to be prepared that objects can move in response to some edit
operation.
Alternatives
^^^^^^^^^^^^
_Use the conventional approach:_ hard-wire a _reasonable simple_ structure and
code the behaviour of tracks, clips, effects and automation explicitly,
providing separate code to deal with each of them. Use the hard-wired
assumption that a clip consists of "video and audio". Hack in any advanced
features (e.g. support multi-camera takes) as GUI macros. Just don't try to
support things like 3D video and spatial audio (anything beyond stereo and
5.1). Instead, add a global "node editor" to make the geeks happy, allowing to
wire everything to everything, just static and global of course.
Rationale
~~~~~~~~~
Ichthyo developed this design because the goal was to start out with the level
of flexibility we know from Cinelerra, but try to do it considering all
consequences right from start. Besides, the observation is that the development
of non-mainstream media types like steroscopic (3D) film and really convincing
spatial audio (beyond the ubiquitous "panned mono" sound) is hindered not by
technological limitations, but by pragmatism preferring the "simple" hard wired
approach.
Comments
--------
Final
~~~~~
Description of the Lumiera high level model as is.
Do 14 Apr 2011 03:06:42 CEST Christian Thaeter
Back to link:/documentation/devel/rfc.html[Lumiera Design Process overview]