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	<title>利用者:AlexK/Gsoc2013/vse - 版の履歴</title>
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	<updated>2026-08-01T03:24:10Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:AlexK/Gsoc2013/vse&amp;diff=143033&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T20:57:02Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:57時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:AlexK/Gsoc2013/vse&amp;diff=143032&amp;oldid=prev</id>
		<title>2013年7月14日 (日) 06:26にwiki&gt;AlexKによる</title>
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		<updated>2013-07-14T06:26:35Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Scheduling==&lt;br /&gt;
* We will use OpenCL kernels and cpu threads&lt;br /&gt;
** So, there is cpu and gpu platform memory space&lt;br /&gt;
*** So, we can share images between gpu-s in the same platform&lt;br /&gt;
*** We would have queue for each memory space.&lt;br /&gt;
** A bucket is the list of instruction which is assign to a single device&lt;br /&gt;
***  A bucket is dependent on outputs of other buckets&lt;br /&gt;
*** Later we can extend the bucket system to work on tiles instead of whole images&lt;br /&gt;
*** By making tiles smaller, we can have fewer frames in processing == more interactive&lt;br /&gt;
* Frame ID&lt;br /&gt;
** When we update a strip parameter, we drop the frame associated with it (if we have time)&lt;br /&gt;
** The composition starts all over again&lt;br /&gt;
* Scene Strips&lt;br /&gt;
** For now we would make a copy to avoid time jumping problems (we would process them in main thread anyway)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sequencer==&lt;br /&gt;
* Images of a strip are stored as cache 2&lt;br /&gt;
** They are associated with clip ad stored in array liked structures&lt;br /&gt;
** We can prefect frames in advanced (videos)&lt;br /&gt;
* We make a copy of a scene to avoid update conflicts&lt;br /&gt;
* coping is also done for OpenGL preview rendering&lt;br /&gt;
* Later, we can make not full copies, and cut corners for faster performance&lt;br /&gt;
&lt;br /&gt;
==Plugins==&lt;br /&gt;
* Plugins will be in OpenCL &lt;br /&gt;
** With python api&lt;br /&gt;
** It can be used for sound&lt;br /&gt;
* Using python for math can be too slow&lt;br /&gt;
* for C we don't have compiler, plus we need to handle sigsegv&lt;br /&gt;
&lt;br /&gt;
==Strips==&lt;br /&gt;
* Size&lt;br /&gt;
** Each strip will have position, scaling, rotation &lt;br /&gt;
*** Internally, they are all modifiers &lt;br /&gt;
*** Moreover, users will be able to manipulate the position in a view&lt;br /&gt;
*** Selecting a strip by selecting an object in the view should be possible, but it is not a priority&lt;br /&gt;
* The cache is used for storing the images. The level 2 cache is associated and is stored in a strip. A image in cache will have have &amp;quot;in use&amp;quot; flag.&lt;br /&gt;
* Strip will have offset time&lt;br /&gt;
* the current implementation of movie clips is fine&lt;br /&gt;
** closer integration can be possible later&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
* Effects&lt;br /&gt;
** One input effects&lt;br /&gt;
*** These effects can be used as modifiers for a strips&lt;br /&gt;
*** For current modifiers, they can be used as effects strips&lt;br /&gt;
*** The effects won't be restricted to original clip (for this we will have modifiers)&lt;br /&gt;
*** Also, effects will have a (default) option for a sequence below as an input &lt;br /&gt;
** Other effects&lt;br /&gt;
*** Are mainly blends&lt;br /&gt;
*** They all can be used as blend mode for a strip&lt;br /&gt;
** Internally, modifiers/effects/blends will be handled the same way by engine&lt;br /&gt;
&lt;br /&gt;
==Views==&lt;br /&gt;
* By design, the engine will support multiple views&lt;br /&gt;
* The engine will calculate the target resolution for outputs &lt;br /&gt;
* The outputs can be different types: original strip, left/right, waveform, histogram&lt;br /&gt;
* The engine will have the list of all target outputs for optimization&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
* The quality level can be selected&lt;br /&gt;
** filters can be turned off, or put to the draft quality&lt;br /&gt;
* For draft, we will first  pre-scale the images to the target output size .&lt;br /&gt;
*  Each kernel will be compiled as char, half (gpu only), float. The quality settings are applied to the whole sequencer.&lt;br /&gt;
* The whole track can be muted (audio and video)&lt;br /&gt;
&lt;br /&gt;
==Colorspaces==&lt;br /&gt;
* Blender will convert images into rgb type color space with OCIO&lt;br /&gt;
* All operations will be done in internal color space&lt;br /&gt;
* The output image will be converted to display colorspace with OCIO&lt;br /&gt;
&lt;br /&gt;
==DNA==&lt;br /&gt;
* Pretty much will stay the same&lt;br /&gt;
* Will be extended for new modifiers/effects&lt;br /&gt;
* Position/size might be move to modifier stack&lt;/div&gt;</summary>
		<author><name>wiki&gt;AlexK</name></author>
		
	</entry>
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