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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to feature-requests</title><link href="https://sourceforge.net/p/dirac/feature-requests/" rel="alternate"/><link href="https://sourceforge.net/p/dirac/feature-requests/feed.atom" rel="self"/><id>https://sourceforge.net/p/dirac/feature-requests/</id><updated>2008-09-19T20:42:30Z</updated><subtitle>Recent changes to feature-requests</subtitle><entry><title>x64 support?</title><link href="https://sourceforge.net/p/dirac/feature-requests/10/" rel="alternate"/><published>2008-09-19T20:42:30Z</published><updated>2008-09-19T20:42:30Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netec78045711a99b7f1cdb8595e1bc24a107326285</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Are there plans for x64 support?  I looked over the prebuilt DirectShow filters and the source projects and there doesn't appear to be support currenty, but it doesn't look like there is much that would be an obstacle to implementing x64.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>VAQ for Dirac ?</title><link href="https://sourceforge.net/p/dirac/feature-requests/9/" rel="alternate"/><published>2008-04-24T08:40:10Z</published><updated>2008-04-24T08:40:10Z</updated><author><name>forart.eu</name><uri>https://sourceforge.net/u/forart/</uri></author><id>https://sourceforge.neta6cdfcffeb198e228c04c88ec80c858f15a74abc</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I don't know if it's applicable, but seems that Dark Shikari "ported" x264's new VAQ to Xvid.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://forum.doom9.org/showthread.php?t=135093" rel="nofollow"&gt;http://forum.doom9.org/showthread.php?t=135093&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Again I don't know if we need it, but an exchange could be productive, IMHO.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>DWT on GPU</title><link href="https://sourceforge.net/p/dirac/feature-requests/8/" rel="alternate"/><published>2007-12-06T11:25:39Z</published><updated>2007-12-06T11:25:39Z</updated><author><name>forart.eu</name><uri>https://sourceforge.net/u/forart/</uri></author><id>https://sourceforge.net917a7eec50561eb755df9faa0012e9cfcd441230</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I just discovered this Chinese Univeristy of Hong Kong's researcher project:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.cse.cuhk.edu.hk/~ttwong/software/dwtgpu/dwtgpu.html" rel="nofollow"&gt;http://www.cse.cuhk.edu.hk/~ttwong/software/dwtgpu/dwtgpu.html&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;"DWT shader that runs on existing GPU hardwares. We implement the convolutionary based DWT and propose an indirect addressing technique that supports various boundary extension schemes. The proposed technique also unifies the computation of both forward and inverse DWT, hence making the shaders for FDWT and IDWT are basically the same. This may simplify the future hardware implementation. The software has already been successfully integrated into the well-known JPEG2000 codec, JasPer."&lt;/p&gt;
&lt;p&gt;They also claims:&lt;/p&gt;
&lt;p&gt;To popularize the usage of DWT on GPU, we release both the full source code and binary. The software is released in two forms:&lt;br /&gt;
1) JasPer unofficial GPU extension (both source code and compiled binary),&lt;br /&gt;
2) Standalone DWT-GPU C++ Class (source code with example program).&lt;/p&gt;
&lt;p&gt;Hope that helps !&lt;/p&gt;
&lt;p&gt;Marco Radossevich&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>PSNR calculation for encoder</title><link href="https://sourceforge.net/p/dirac/feature-requests/7/" rel="alternate"/><published>2006-02-20T15:29:14Z</published><updated>2006-02-20T15:29:14Z</updated><author><name>Thomas Davies</name><uri>https://sourceforge.net/u/tjdwave/</uri></author><id>https://sourceforge.netfdd0f5241c9a24377f2d6e5792fad91cff13508d</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;To output PSNR values for encoding. A quality value is &lt;br /&gt;
already present, based on weighted 4th powers.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>stdin input</title><link href="https://sourceforge.net/p/dirac/feature-requests/6/" rel="alternate"/><published>2005-08-25T18:09:30Z</published><updated>2005-08-25T18:09:30Z</updated><author><name>Archie Lopez</name><uri>https://sourceforge.net/u/doom9/</uri></author><id>https://sourceforge.net00735d433efcd4c9640c5b672e4e80b9cd315efe</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Considering that video is often only available in&lt;br /&gt;
formats other than YUV, and that creating an&lt;br /&gt;
intermediary YUV file is very cumbersome, what about&lt;br /&gt;
supporting stdin support? There are ways to play the&lt;br /&gt;
output without too much hassle, but input is a major&lt;br /&gt;
hassle, and there are tools to decode video to yuv and&lt;br /&gt;
write it to stdout so they could be connected with the&lt;br /&gt;
diracencoder.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Helixplayer support</title><link href="https://sourceforge.net/p/dirac/feature-requests/5/" rel="alternate"/><published>2005-05-26T20:41:15Z</published><updated>2005-05-26T20:41:15Z</updated><author><name>Tobias Burnus</name><uri>https://sourceforge.net/u/burnus/</uri></author><id>https://sourceforge.net1fc78c5c8eccacf113ee8e9964bbe5bf77e22e85</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;While it is nice that mplayer is supported, it would be&lt;br /&gt;
great if&lt;br /&gt;
Helixplayer/Realplayer could be supported as well.&lt;/p&gt;
&lt;p&gt;Helixplayer is GNU and both are rather wide spread and&lt;br /&gt;
have a good comunity support.&lt;/p&gt;
&lt;p&gt;Adding/maintaining the codec should be not too difficult.&lt;/p&gt;
&lt;p&gt;See &lt;a href="https://player.helixcommunity.org/" rel="nofollow"&gt;https://player.helixcommunity.org/&lt;/a&gt;&lt;br /&gt;
and &lt;a href="https://bugs.helixcommunity.org/show_bug.cgi?id=2850" rel="nofollow"&gt;https://bugs.helixcommunity.org/show_bug.cgi?id=2850&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>4:4:4 and 10 bit</title><link href="https://sourceforge.net/p/dirac/feature-requests/4/" rel="alternate"/><published>2005-02-19T22:42:18Z</published><updated>2005-02-19T22:42:18Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netc075c4dab3a0d27facec715ebed0da018109e8e0</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I hope anybody have thought about supporting YUV &lt;br /&gt;
4:4:4 and 10 bit per color channel.&lt;br /&gt;
That would allow the use of Dirac inside professional &lt;br /&gt;
environments.&lt;br /&gt;
I'm tired of seeing the Open source community is giving &lt;br /&gt;
its back to anything higher than 8 bit per color channel...&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>More Pixel...</title><link href="https://sourceforge.net/p/dirac/feature-requests/3/" rel="alternate"/><published>2004-05-11T12:46:43Z</published><updated>2004-05-11T12:46:43Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net89cef7f0629283229e3a345541c6cd49c5b1e97b</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Please have a heart for the people with stereoscopic&lt;br /&gt;
applications. For stereoscopic applications we need&lt;br /&gt;
double horizontal pixel numbers, e.g. for a&lt;br /&gt;
stereoscopic 1024x768 video we need 2048x768 pixels, for a&lt;br /&gt;
1280x1024 video we need 2560x1024 pixels.&lt;/p&gt;
&lt;p&gt;So we can use for our applications only very few&lt;br /&gt;
available codecs, e.g. 3ivx works and Ligos XP works,&lt;br /&gt;
but divx&lt;br /&gt;
doesn't work nor xvid. What the reason fot this silly&lt;br /&gt;
horizontal 1920 pixel limit ???&lt;/p&gt;
&lt;p&gt;Gerhard&lt;br /&gt;
(post@herbig-3d.de)&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>MacOS X version?</title><link href="https://sourceforge.net/p/dirac/feature-requests/2/" rel="alternate"/><published>2004-05-11T03:54:51Z</published><updated>2004-05-11T03:54:51Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net8cc5ad7d88d55769729f169cd5633e2735c75452</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Any chance anyone in the group would be able to tackle making &lt;br /&gt;
this a QuickTime codec for MacOS X?&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Make it an addin to the videolan client.</title><link href="https://sourceforge.net/p/dirac/feature-requests/1/" rel="alternate"/><published>2004-05-10T15:35:08Z</published><updated>2004-05-10T15:35:08Z</updated><author><name>Robert de Bath</name><uri>https://sourceforge.net/u/rdebath/</uri></author><id>https://sourceforge.net444d10675633ce06da295dcbef708866a9ba7a7a</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;&lt;a href="http://www.videolan.org/" rel="nofollow"&gt;http://www.videolan.org/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;That way you get a media player, encapsulation and &lt;br /&gt;
network transfers on and between multiple OSs.&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>