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Communication and media
video-editor
non-linear video editor
DaVinci Resolve
System
Techniques · 4
Primitives · 26
video-editor
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Motion estimation
media · medium: Block matching and sub-pixel motion search for inter prediction
Sample rate conversion
signal-processing · medium: Polyphase and windowed-sinc resampling; asynchronous rate conversion for clock drift
Incremental computation
systems · medium: Dependency graph of derived values recomputed only when inputs change (reactive cells, spreadsheets)
Image resampling filters
graphics · low: Resize an image by convolving with a kernel (box, triangle, cubic, Lanczos) whose width scales with the shrink factor, done as two separable 1-D passes with precomputed weights.
›
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Interval tree
data-structures · low: Index of ranges that answers "which intervals overlap this point or range?" in O(log n + k); static sorted-array form is the compact, cache-friendly choice.
›
Alpha compositing
graphics · low: Porter-Duff compositing with premultiplied alpha and blend modes
Bézier curves
graphics · low: Smooth curves defined by 3-4 control points, evaluated and split with repeated linear interpolation (de Casteljau) and flattened to lines with a closed-form segment count.
›
Color space conversion
graphics · low: Convert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
›
Undo redo
graphics · low: Command or snapshot history with grouping and coalescing
A/V sync and media clocks
media · low: How audio and video stay lip-synced: per-stream timebases, PTS/DTS, PCR and RTCP clock mapping, and a master clock that slave streams chase by dropping, repeating or resampling.
›
GOP structure
media · low: How an encoder orders I, P and B frames into groups of pictures: the knob behind seekability, compression, latency and stream switching.
›
Hardware video acceleration
media · low: GPU/ASIC encode and decode APIs (NVENC, VideoToolbox, VA-API) with zero-copy surfaces
Media containers
media · low: MP4/ISO BMFF, fragmented MP4/CMAF, Matroska and MPEG-TS mux/demux
LRU and CLOCK
systems · low: LRU evicts the least recently used entry via hash map plus linked list; CLOCK approximates it with a reference bit, so hits take no lock.
›
Epoch-based reclamation
concurrency · low: Threads announce a global epoch while touching shared lock-free data; garbage retired in epoch e is freed once the epoch reaches e + 2.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
IIR and FIR filters
signal-processing · low: Two ways to shape a sampled signal's spectrum: FIR (finite taps, always stable, exact linear phase) or IIR (feedback, a few coefficients, cheap but phase-distorting).
›
+ 10 more primitives
System
Techniques · 4
Primitives · 26
video-editor
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Motion estimation
media · medium: Block matching and sub-pixel motion search for inter prediction
Sample rate conversion
signal-processing · medium: Polyphase and windowed-sinc resampling; asynchronous rate conversion for clock drift
Incremental computation
systems · medium: Dependency graph of derived values recomputed only when inputs change (reactive cells, spreadsheets)
Image resampling filters
graphics · low: Resize an image by convolving with a kernel (box, triangle, cubic, Lanczos) whose width scales with the shrink factor, done as two separable 1-D passes with precomputed weights.
›
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Interval tree
data-structures · low: Index of ranges that answers "which intervals overlap this point or range?" in O(log n + k); static sorted-array form is the compact, cache-friendly choice.
›
Alpha compositing
graphics · low: Porter-Duff compositing with premultiplied alpha and blend modes
Bézier curves
graphics · low: Smooth curves defined by 3-4 control points, evaluated and split with repeated linear interpolation (de Casteljau) and flattened to lines with a closed-form segment count.
›
Color space conversion
graphics · low: Convert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
›
Undo redo
graphics · low: Command or snapshot history with grouping and coalescing
A/V sync and media clocks
media · low: How audio and video stay lip-synced: per-stream timebases, PTS/DTS, PCR and RTCP clock mapping, and a master clock that slave streams chase by dropping, repeating or resampling.
›
GOP structure
media · low: How an encoder orders I, P and B frames into groups of pictures: the knob behind seekability, compression, latency and stream switching.
›
Hardware video acceleration
media · low: GPU/ASIC encode and decode APIs (NVENC, VideoToolbox, VA-API) with zero-copy surfaces
Media containers
media · low: MP4/ISO BMFF, fragmented MP4/CMAF, Matroska and MPEG-TS mux/demux
LRU and CLOCK
systems · low: LRU evicts the least recently used entry via hash map plus linked list; CLOCK approximates it with a reference bit, so hits take no lock.
›
Epoch-based reclamation
concurrency · low: Threads announce a global epoch while touching shared lock-free data; garbage retired in epoch e is freed once the epoch reaches e + 2.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
IIR and FIR filters
signal-processing · low: Two ways to shape a sampled signal's spectrum: FIR (finite taps, always stable, exact linear phase) or IIR (feedback, a few coefficients, cheap but phase-distorting).
›
Hash consing
data-structures · low: Intern structurally equal immutable terms so equality is pointer comparison and sharing is maximal
Swiss table
data-structures · low: Open-addressing hash table that filters 8-16 slots at once with 1-byte hash tags and SIMD, giving fast lookups at 87.5 % load.
›
Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
›
Convolution image filters
graphics · low: Separable 2D convolution kernels for blur, sharpen (unsharp mask) and edges with border handling
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
RTP and RTCP
media · low: RTP stamps each media packet with sequence number, media-clock timestamp and source ID; RTCP reports loss, jitter, round trip and clock mapping within a bandwidth cap.
›
Video codecs
media · low: H.264/HEVC/AV1 basics: frames, GOPs, hardware decode/encode APIs and latency settings
Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
›
Biquad filters
signal-processing · low: Second-order IIR sections (RBJ cookbook): low/high pass, peaking EQ; stable cascades
Copy for AI
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