我正在开发一个客户端项目,该项目允许用户提供视频文件并对其应用基本操作。我正在尝试可靠地从视频中提取帧。目前我有<video>
我正在加载所选视频,然后按如下方式拉出每一帧:
<video>
绘制到<canvas>
.toDataUrl()
这是一个相当低效的过程,更具体地说,证明是不可靠的,因为我经常遇到卡住的帧。这似乎是因为它在绘制到画布之前没有更新实际的<video>
元素。
我宁愿不必将原始视频上传到服务器只是为了分割帧,然后将它们下载回客户端。
非常感谢任何有关更好方法的建议。唯一需要注意的是,我需要它使用浏览器支持的任何格式(在JS中解码不是一个很好的选择)。
答案 0 :(得分:16)
由于浏览器不尊重视频&#39;帧速率,但相反&#34;使用一些技巧在电影的帧速率和屏幕的刷新率之间进行匹配&#34;,你的假设每隔30秒,一个新的帧将是画是非常不准确的
但是,当currentTime发生变化时,timeupdate
event会触发,我们可以假设画了一个新帧。
所以,我会这样做:
document.querySelector('input').addEventListener('change', extractFrames, false);
function extractFrames() {
var video = document.createElement('video');
var array = [];
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
var pro = document.querySelector('#progress');
function initCanvas(e) {
canvas.width = this.videoWidth;
canvas.height = this.videoHeight;
}
function drawFrame(e) {
this.pause();
ctx.drawImage(this, 0, 0);
/*
this will save as a Blob, less memory consumptive than toDataURL
a polyfill can be found at
https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob#Polyfill
*/
canvas.toBlob(saveFrame, 'image/jpeg');
pro.innerHTML = ((this.currentTime / this.duration) * 100).toFixed(2) + ' %';
if (this.currentTime < this.duration) {
this.play();
}
}
function saveFrame(blob) {
array.push(blob);
}
function revokeURL(e) {
URL.revokeObjectURL(this.src);
}
function onend(e) {
var img;
// do whatever with the frames
for (var i = 0; i < array.length; i++) {
img = new Image();
img.onload = revokeURL;
img.src = URL.createObjectURL(array[i]);
document.body.appendChild(img);
}
// we don't need the video's objectURL anymore
URL.revokeObjectURL(this.src);
}
video.muted = true;
video.addEventListener('loadedmetadata', initCanvas, false);
video.addEventListener('timeupdate', drawFrame, false);
video.addEventListener('ended', onend, false);
video.src = URL.createObjectURL(this.files[0]);
video.play();
}
&#13;
<input type="file" accept="video/*" />
<p id="progress"></p>
&#13;
答案 1 :(得分:5)
这是一个从this question进行了调整的工作功能:
async function extractFramesFromVideo(videoUrl, fps=25) {
return new Promise(async (resolve) => {
// fully download it first (no buffering):
let videoBlob = await fetch(videoUrl).then(r => r.blob());
let videoObjectUrl = URL.createObjectURL(videoBlob);
let video = document.createElement("video");
let seekResolve;
video.addEventListener('seeked', async function() {
if(seekResolve) seekResolve();
});
video.src = videoObjectUrl;
// workaround chromium metadata bug (https://stackoverflow.com/q/38062864/993683)
while((video.duration === Infinity || isNaN(video.duration)) && video.readyState < 2) {
await new Promise(r => setTimeout(r, 1000));
video.currentTime = 10000000*Math.random();
}
let duration = video.duration;
let canvas = document.createElement('canvas');
let context = canvas.getContext('2d');
let [w, h] = [video.videoWidth, video.videoHeight]
canvas.width = w;
canvas.height = h;
let frames = [];
let interval = 1 / fps;
let currentTime = 0;
while(currentTime < duration) {
video.currentTime = currentTime;
await new Promise(r => seekResolve=r);
context.drawImage(video, 0, 0, w, h);
let base64ImageData = canvas.toDataURL();
frames.push(base64ImageData);
currentTime += interval;
}
resolve(frames);
});
});
}
用法:
let frames = await extractFramesFromVideo("https://example.com/video.webm");
请注意,除非您可能使用ffmpeg.js,否则目前尚没有简便的方法来确定视频的实际/自然帧速率,但这是一个10兆以上的javascript文件(因为它是实际ffmpeg库的脚本端口) ,这显然是巨大的)。