

With the previous image, I can't see the difference.

It feels almost, smoothing the edge of the upper algorithm, sharp than the previous algorithm. There is no obvious distortion of the image, and the effect is very good.įeeling is also very good, smoothing more than the previous algorithm. (After my test, the rendering time can be ignored, the main time is still spent on the zoom algorithm.) The following frame rate refers to the number of times the radical and rendered per second. As with any Javascript application, if you hold onto references to objects when they are no longer required, garbage collection is prevented and this may have a detrimental impact on performance.First, a 400 * 1080 landscape image is scaled to 24-bit RGB of 400 * 300.

As such, there is no explicit requirement to free or delete objects.

Freeing and deletingĬare has been taken to ensure that the reference-counted then garbage collected data structures of Javascript work in tandem with the allocation and free mechanisms of libav*. Note that large binary data buffers are not included in the JSON and need to be managed separately. For example, to access a key frame around 42.5 seconds from the start of a file called GOPR9502.MP4:Ĭonst beamcoder = require ( 'beamcoder' ) const Koa = require ( 'koa' ) const app = new Koa ( ) app. View JPEGs in a browser of any key frame of media files in the current folder, e.g.MP4 media files on a camera memory card, with the following code snippet. Long running media processing operations are asynchronous, running as promises that execute native code on a separate thread from the main event loop. Work is configured with Javascript objects and jobs execute over data buffers that are shared between Javascript and C. Rather than using the filesystem and controlling the FFmpeg as an external command line process, the beam coder executes functions of the FFmpeg libav* libraries directly. The purpose of this package is to facilitate access to the capabilities of FFmpeg - including media muxing, demuxing, encoding, decoding and filtering - from Node.js applications. Node.js native bindings to FFmpeg with support for asynchronous processing via streams and promises.
