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Communication and media
video-encoder
video encoder
x264, SVT-AV1
System
Techniques · 5
Primitives · 18
video-encoder
Motion estimation
media · medium: Block matching and sub-pixel motion search for inter prediction
Rate distortion optimization
media · medium: Choose modes minimizing D + lambda*R for coding decisions
Video rate control
media · medium: CBR/VBR/CRF rate control with VBV buffer model and lookahead
Wavefront parallel processing
media · medium: Row-wavefront and frame-level parallelism in video codecs
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.
›
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.
›
Arithmetic coding
compression · low: Encodes a whole message as one number in [0,1), spending fractional bits per symbol; pairs with adaptive context models for the best ratios.
›
Intra prediction
media · low: Predict a block from neighbouring pixels (directional, DC, planar modes)
Perceptual quality metrics (PSNR, S…
media · low: Full-reference scores that say how bad a compressed picture looks: PSNR (pixel error), SSIM (structure), VMAF (learned fusion), and when each one lies.
›
Adaptive quantization
media · low: Per-block QP offsets driven by local texture energy: spend bits on flat areas where blocking shows, save them where texture masks the error.
›
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.
›
Scene cut detection
media · low: Detect shot changes from frame-difference statistics
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.
›
Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
In loop filters
media · low: Deblocking, SAO and CDEF filters applied inside the codec prediction loop
Discrete cosine transform
numerics · low: Fast integer DCT/DST block transforms used by image and video codecs
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
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.
›
Counting semaphore
concurrency · low: Counting and binary semaphores for task signalling and resource counting
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.
›
+ 2 more primitives
System
Techniques · 5
Primitives · 18
video-encoder
Motion estimation
media · medium: Block matching and sub-pixel motion search for inter prediction
Rate distortion optimization
media · medium: Choose modes minimizing D + lambda*R for coding decisions
Video rate control
media · medium: CBR/VBR/CRF rate control with VBV buffer model and lookahead
Wavefront parallel processing
media · medium: Row-wavefront and frame-level parallelism in video codecs
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.
›
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.
›
Arithmetic coding
compression · low: Encodes a whole message as one number in [0,1), spending fractional bits per symbol; pairs with adaptive context models for the best ratios.
›
Intra prediction
media · low: Predict a block from neighbouring pixels (directional, DC, planar modes)
Perceptual quality metrics (PSNR, S…
media · low: Full-reference scores that say how bad a compressed picture looks: PSNR (pixel error), SSIM (structure), VMAF (learned fusion), and when each one lies.
›
Adaptive quantization
media · low: Per-block QP offsets driven by local texture energy: spend bits on flat areas where blocking shows, save them where texture masks the error.
›
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.
›
Scene cut detection
media · low: Detect shot changes from frame-difference statistics
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.
›
Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
In loop filters
media · low: Deblocking, SAO and CDEF filters applied inside the codec prediction loop
Discrete cosine transform
numerics · low: Fast integer DCT/DST block transforms used by image and video codecs
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
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.
›
Counting semaphore
concurrency · low: Counting and binary semaphores for task signalling and resource counting
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.
›
Convolution image filters
graphics · low: Separable 2D convolution kernels for blur, sharpen (unsharp mask) and edges with border handling
Video codecs
media · low: H.264/HEVC/AV1 basics: frames, GOPs, hardware decode/encode APIs and latency settings
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