TÉLÉCHARGER VIRTUALDUB MAC GRATUIT
VirtualDub est un logiciel spécifiquement conçu pour capturer des vidéos. Il propose également les outils nécessaires pour le traitement d'une vidéo. Il fait partie des logiciels libres, ce (64). VirtualDub est principalement orienté vers le traitement de fichiers AVI, bien qu'il puisse lire (et non pas écrire) le format Mpeg-1 et également traiter des ensembles d'images BMP . Télécharger VirtualDub: capturez et traitez vos vidéos de manière intuitive et élémentaire: téléchargement rapide, gratuit et sûr!
| Nom: | virtualdub mac gratuit |
| Format: | Fichier D’archive |
| Version: | Dernière |
| Licence: | Usage Personnel Seulement |
| Système d’exploitation: | Windows XP/7/10. MacOS. Android. iOS. |
| Taille: | 43.79 |
TÉLÉCHARGER VIRTUALDUB
It lacks the editing power of a general-purpose editor such as Adobe Premiere, but is streamlined for fast linear operations over video. It has batch-processing capabilities for processing large numbers of files and can be extended with third-party video filters. I basically started VirtualDub in college to do some quick capture-and-encoding that I wanted done; from there it's basically grown into a more general utility that can trim and clean up video before exporting to tape or processing with another program.
I released it on the web and others found it useful, so I've been tinkering around with its code ever since. If you have the time, please download and enjoy. This is hard to notice if you just drop in the code, as it only triggers on device enumeration and that likely only happens on startup or when a device change notification is received.
Only white vectors are used to calculate panning, rotation and zoom factor. For interlaced video both of the fields are shown, the first field above the last. There are also two additional options that extend the length of the vectors by a multiple of 2 or 5, which can make it easier to see their direction. Block size The width and height of the blocks used during the image matching. Scale The maximum scale to do the image matching on.
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Full is best but very slow. Use pixels How many pixels in the blocks to actually use when matching. Initial search range In the most reduced scale this percentage gives the maximum shift while matching. Differential search range When going from a reduced scale to twice the size, the filter already has approximate shifts. The differential search range is how many pixels up, down, left and right from these approximate shifts to look when matching. And this should make it easier for Deshaker to find the background.
In fact, there might be problems even when the camera is moving forward quickly, because it looks rather similar to zooming.
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Discard motion of blocks that have maximum pixel value difference less than X Video usually contains some noise, even if you can't always see it. And if a block of pixels doesn't have any real features that can be matched on, Deshaker may happily match on this similar looking noise instead. To avoid this, you can use this setting to ignore blocks that don't contain a lot of color variation. The optimal value can vary with amount of gain used when filming, and between different cameras.
If you see zero-length motion vectors appearing as dots in clear areas like the sky, you probably need to increase this value. Blocks that have been discarded by this setting show no motion vector in the output video of pass 1. Discard motion of blocks that have match value less than X If the best match value found while matching a certain block is below X this block is discarded.
Discard motion of blocks that have 2nd best match larger than best minus X If the second best match value found while matching a certain block is close to the best match value, this means that the best shift found isn't very reliable. It could just as well be this second shift that's the correct one. For example a blue sky has good match values for all shifts. Setting this parameter correctly discards those unreliable blocks. Discard motion of blocks that move more than X pixels in wrong direction When calculating the best values for panning, rotation and zoom based on all motion vectors, the filter soon discovers that some blocks have motion that don't quite fit in with the "main motion".
If a block has a motion vector that is more than X pixels off this main motion it is discarded in order to get more precise values. The motion vectors for these blocks are drawn in red in the output video of pass 1 and are not used in any way. Since the panning, rotation and zoom are all done in only 2 dimensions, it's possible to get a lot of these blocks that don't seem to fit in with the main motion when the effect of perspective gets big.
This happens when the camera is set to wideangle and not just rotating along any axis, but actually moving. Here you should use high X values or maybe limit the matching area to the most distant parts.
When zoomed in a lot or when the camera is stationary, the perspective effect is low and you should use low X values even 1 or lower to discard motion of objects moving even very slightly.
Discard motion of blocks that move more than X pixels absolute motion Simply discards all blocks that have a motion vector that is longer than X pixels. Might be useful in some cases.

Remember discarded areas to next frame When enabled, this feature makes Deshaker try to ignore approximately the same areas from one frame to the next.
Deshaker will then become a lot more successful in ignoring moving objects. As long as they enter the scene rather slowly by not covering too much of the background, Deshaker will usually be able to ignore those objects even if they eventually grow to cover most of the frame.
If you want Deshaker to forget the remembered discarded blocks for current frame and start fresh, you can just click this setting twice. It does a much better job finding an object to lock on where the standard algorithm can be confused and lock on two separate objects at the same time, usually resulting very few white vectors and weird values.
Use this in combination with the discard setting above to control how much the vectors in the object you want to lock on usually the background may vary. For example, the blocks on a moving person usually don't move "coherently" as the background usually does if the camcorder is stationary. This algorithm is very good, but also VERY slow depending on other settings and how complicated the video is. Skip frame if less than X percent of all blocks are ok If less than X percent of all blocks are ok in a frame i.
Skipped frames will be marked with the keyword "skipped" in the log file. You can see the percentage of ok blocks below the output frame during pass 1. This allows pass 2 to make sure smoothing and borders etc. The scene detection value can vary between 0 - and is shown below the output frame during pass 1.
Only frames that are skipped due to too few ok blocks are candidates to become new scenes.
A completely blank frame is also considered the beginning of a new scene. Ignore pixels outside area Only area is used during matching. If you check Let area follow motion, the area will move along with the motion vectors between different frames.
You can use it if you want to stabilize on a moving object instead of the background.

Just don't expect this to work perfectly: Ignore pixels inside area area is not used during matching. Destination pixel aspect Tells the filter to generate video with a certain pixel aspect ratio. If you plan to watch the clip on a computer monitor you'll probably want to use square pixels. You may enter any value if you can't find the preset you're looking for. Destination video size The size of the output video you want from pass 2.
But if you enable this setting, it can turn interlaced video into progressive video with twice the framerate. Earlier versions of VirtualDub didn't allow for filters to change the frame rate, so the two progressive frames are interlaced into the same output frame. In order to get the true progressive video, you must separate the fields of this video afterwards. In later versions of VirtualDub you can do that by adding a Bob doubler filter after Deshaker, using the deinterlacing method None - alternate fields.
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You should never deinterlace this video in any other way than to simply separate the fields. The difference between true interlaced output and this interlaced progressive output is that the video becomes twice as high in order to fit two frames into one and more importantly that the lower field or rather "frame" in this case isn't calculated with a one line offset as in interlaced video.
Resampling The algorithm to use when calculating pixel colors from the source frame to the destination frame. As long as the size of the destination video is larger than, or pretty much equal to, the size of the source video, the bicubic resampling here is as good as any resampler you will find. Don't believe the hype of other resampling algorithms.

The difference is in fact extremely small. However, when the destination size is a lot smaller than the source smaller than appr. Edge compensation A side-effect from stabilizing video is black or strange looking borders caused by moving the image around to compensate the shaking. To reduce or eliminate this effect you can zoom into the image. The following options do this in different ways: None: No zoom is added.
Adaptive zoom average: Determines, for each frame, how much zoom is needed to avoid borders. This amount of zoom is then smoothed so the borders still become visible sometimes. Adaptive zoom full: Same as Adaptive zoom average, but this option will add more zoom when needed, to completely eliminate any borders.
Fixed zoom: Deshaker will add a constant zoom to completely eliminate any borders. The zoom is only constant within each scene, however. Then, a smaller fixed zoom will be added on top of this to completely eliminate any borders.
This will usually result in less zoom than Fixed zoom. But if you want to eliminate borders completely and you can live with some adaptive zooming, the newer option Adaptive zoom full is probably a better choice, since it doesn't add as much zoom in less shaky sections. Adaptive zoom smoothness If you use one of the adaptive zoom edge compensation options, this setting controls how smooth this zooming will be.
Adaptive zoom amount If you use one of the adaptive zoom edge compensation options, this setting adjusts the amount or amplitude of this zooming. Note that this may obviously cause borders to become visible even when using Adaptive zoom full. Previous and future frames to fill in borders This is a kind of additional edge compensation. When the current frame doesn't contain any image data in the "real world area" we want in our output, it can search in past and future frames and use that image data instead.
As long as that area is part of the object or background that was stabilized on in pass 1, this usually works perfectly. But when other objects move in these areas, it can look a bit strange. It's usually better than black anyway, so I strongly recommend using this feature.
Old Version Traduit avec Google Translate. Added option for saving raw audio stream without a virtusldub. Traduit avec Google Translate. Volume adjustment now shows amplification factor in decibels. Added UI for modifying DirectShow brightness, contrast, gamma, sharpness, and hue settings. Added a new screen capture driver. Added additional support for field-based display shaders.
Rewrote segmentation code to buffer data instead of attempting size prediction; this makes the segmentation more accurate and avoids dangling key frames during on-the-fly compression. Libre de spyware, adware et virus. Posté le Sep 26, 7: The UI now reflects changes to audio and video sources made through the driver dialogs.
For every field that is filled out correctly, points will be rewarded, some fields are optional but the more you provide the more you will get rewarded! Added workaround for compatibility problems with Aero Glass in Windows Vista beta 2. Opacity curves can now be attached to video filter instances.

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