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Making Media from Scratch, Part 2

by Chris Adamson
08/27/2003

This is the second of a two-part series on creating QuickTime movies "from scratch" in Java. By that, I mean we're creating our own media data, piece by piece, to assemble the movie. Doing things at this low level is tricky, but I hope you'll agree after this installment that it's remarkably powerful.

Part 1 began with the structure of a QuickTime movie as a collection of tracks, each of which has exactly one Media object that in turn references media data that can be in the movie file, in another file, or out on the network. The Media has tables that indicate how to find specific "samples," individual pieces of audio, video, text, or other content to be rendered at a specific time in the movie. Part 1 used easy-to-create text tracks to show how to build up a Media structure, first by creating a simple all-text movie and then by adding textual "time-code" samples as a new text track in an existing movie.

In this part, we'll move on to creating video tracks from scratch, building up a video media object by adding graphic samples.

The goal of this article's sample code is to take a graphic file and make a movie out of it by "moving" around the image — you may have seen this concept in iMovie, where Apple calls it the "Ken Burns Effect," after the director who used it extensively in PBS' The Civil War and other documentaries. There is also a shareware application called Photo to Movie that does much the same thing.

Source Code

Download the source code for the examples.

We can make this work because of the concept of persistence of vision, which says that the human eye perceives a series of images, alternated sufficiently quickly, as motion. To do an image-to-movie effect, we show slightly different parts of the picture in each distinct image or "frame," creating the illusion of moving from one part of the picture to another.

Creating a VideoMedia

In creating text tracks, the approach was to:

  1. Create a movie on disk.
  2. Create a track.
  3. Add a Media object to it.
  4. Get a MediaHandler and use that to add samples to the Media.

The same approach generally works for video, except that the VisualMediaHandler doesn't do anything for us. Instead, we need to create a compression sequence, or CSequence, to prepare samples, encoded and compressed with a codec supported by QuickTime. We'll then add these samples directly to the Media.

The CSequence class has a method called compressFrame, which is what we need to generate samples. Its signature is:

public CompressedFrameInfo compressFrame(QDGraphics src,
                                         QDRect srcRect,
                                         int flags,
                                         RawEncodedImage data)
                                  throws StdQTException

That doesn't look too bad. We just need a QDGraphics as the source of our image, a rectangle describing what part of the image to use, some behavior flags, and a RawEncodedImage buffer into which to put the compressed frame.

Related Reading

Digital Video Pocket Guide
By Derrick Story

All Around the GWorld with QDGraphics

"So what's a QDGraphics?", you might be wondering. The name is presumably meant to evoke thoughts of the AWT's Graphics. Indeed, the two are remarkably similar: each represents a drawing surface, either on-screen or off-, containing methods for drawing lines, circles, arcs, polygons, and text strings.

One clever thing that QDGraphics does under the covers is to offer an isolation layer to hide whether the drawing surface is on-screen or off-screen unless you specifically ask for it, and what native structures (CGrafPort and GWorld) are involved. One odd side effect of this arrangement is that while there are many getGWorld() methods throughout the QTJ API, there's no GWorld class to return, so you get QDGraphics instead.

In fact, the GraphicsImporter offers a getGWorld(), and if you guessed that this class offers a way to get an image into QuickTime, you're right. So now we have some idea of how we're going to connect the dots to make a movie from an image:

  • The GraphicsImporter can read an image file.
  • It has a getGWorld() that returns a QDGraphics.
  • That QDGraphics can go to CSequence.compressFrame() as the src parameter.
  • The RawEncodedImage created by compressFrame can be added to our Media with addSample().

One strategy for getting the frames is to:

  1. Get starting and ending rectangles, where a rectangle is a QDRect representing an upper-left corner point and width by height dimensions.

    Step One
    Step One

  2. Calculate a series of intermediate rectangles that take us from the startRect to the endRect.

    Step Two
    Step Two

  3. For each of these intermediate fromRects, call compressFrame to make a frame from that portion of the original image. Add each frame as a sample.

    Step Three
    Step Three

If you have QuickTime 5 or better, you can see the result here.

This strategy works, but it is limited by the size of the original image. This is pretty much a fatal flaw. If the image is only slightly larger than the movie size (i.e., the size of the rectangles), there isn't much room to move around. If it's smaller than our movie, then it won't work at all. On the other hand, if the image is much larger than our desired movie dimensions, then we might not be able to get the parts of the picture we want — it's not very useful if we can't get someone's entire face in the movie, and instead settle for a shot that moves from their nose to their chin.

Scaling the image would be a nice improvement, but we can actually do better than that. If we could scale each fromRect, then we could "zoom" in or out of the picture by using progressively larger or smaller source regions. But how do we do this?

Pages: 1, 2, 3

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