2015年2月27日 星期五

How to Convert AVI to MP4 (or MP4 to AVI) on Mac/ Windows

How to Convert AVI to MP4 (or MP4 to AVI) on Mac/ Windows

I captured some interesting videos with Fraps and they all happen to be AVI format and so big, how do I compress .AVI to MP4 files so that i can put them onto my iPad. The software I have only converts one video at a time so i was wondering if there was any virus-free software to convert all the selected videos from AVI to MP4 format on Mac (runing Lion 10.8)? - Zimer
How to convert a movie clip from .MP4 to a different file type like .AVI on a Mac, I have a Creative Mozaic MP3 player that only takes MJPEG videos (.avi) and it has been difficult to get it to work on a mac. I have just downloaded a AVI to MP4 video conversion program, it works but lose video quality on conversion. - Martee
AVI (DivX/XviD) is a widely-used video format on both PCs and Macs for its highly compressed video content with higher video quality. But what if you have some AVI files on your Mac and want to watch them on Apple iPhone or iPad? Read on to see how to convert AVI to MP4 on Mac to be compatible with those portable devices (and most PC /tablets /phones).
On the other hand, you can grab MP4 files off YouTube, Vimeo, and many other online video websites. Whether you want to watch these mp4 movies on your device or edit them for a specific purpose, you may sometimes want to convert media files from MP4 to AVI format depending on what your devices support.
Featured different conversion settings and batch conversion, Video Converter for Mac is an innovative multimedia conversion tool that enables you easily convert AVI to MP4 file for Mac or vice versa , and convert a wide range of source formats to 100+ video & audio formats to work on Apple products and other portable players with high perservasion of quality. For Windows user, please try Video Converter for Windows here.

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2015年2月12日 星期四

Abstract Microsoft Direct3D* 12 is an exciting leap forward in PC gaming technology, giving developers greater control of their games and adding greater CPU efficiency and scalability.

The left side shows a D3D 9 style pipeline, which is what the application uses to do its work. The hardware on the right side of Figure 2 needs to be programmed. State 1 represents the shader code. State 2 is a combination of the rasterizer and the control flow linking the rasterizer to the shaders. State 3 is the linkage between the blend and pixel shader. The D3D Vertex Shader effects hardware states 1 & 2, the Rasterizer state 2, Pixel shader states 1-3, and so on. Most drivers do not want to submit the calls at the same time as the application. They prefer to record and defer until the work is complete so that they can see what the application actually wants. This means additional CPU overhead as old and outdated data is marked “dirty.” The driver’s control flow checks the states of each object at draw time and programs the hardware to match the state the game has set. With the extra work, resources are drained and things can go wrong. Ideally once the game sets the pipeline state, the driver knows what the game intends and programs the hardware once. Figure 3 shows the D3D 12 pipeline, which does just that in what is called the Pipeline State Object (PSO).

Direct3D* 12 - Console API Efficiency & Performance on PCs

able of Contents

    1.0 – Blast from the Past
    1.1 – Closer to the Metal
    3.1 – Resource Hazards
    3.2 – Resource Residency Management
    3.3 – State Mirroring
    4.1 – Redundant Resource Binding
    4.2 – Descriptors
    4.3 – Heaps
    4.4 – Tables
    4.5 – Bindless and Efficient
    4.6 – Render Context Review
5.0 – Bundles
    5.1 – Redundant Render Commands
    5.2 – What are Bundles?
    5.3 – Code Efficiency
6.0 – Command Lists
    6.1 – Command Creation Parallelism
    6.2 – Lists and the Queue

2.0 Pipeline State Object

To discuss the Pipeline State Object, or PSO, let’s first review the D3D 11 render context, then cover the changes in D3D 12. Figure 1 contains the D3D 11 render context as shown by Max McMullen, the D3D Development Lead, at BUILD 2014 in April.

Figure 1: The D3D 11 Render Context. [Reprinted with permission from Microsoft.]
    6.3 – Command Queue Flow
7.0 – Dynamic Heaps
8.0 – CPU Parallelism
9.0 – Summary