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unityplugin-avprodecklink's Issues

Frame drop on AVProDeckLink

Bug description
Frame drop is occurred in binary package, but not in Unity Editor.
*We already tried another combination of versions with AVProDeckLink and DesktopVideo.
*We already tried to change input resolution from DeckLink 2K/4K
(AVProDeckLink:1.7.2/1.7.4/1.6.6, DesktopVideo:11.1/11.2/11.3/10.11.4)
But the issue has not solved yet.

Setup :

  • Unity version: 2018.4.1

  • AVPro DeckLink version: 1.7.2

  • Operating system version: Windows10Pro

  • Hardware model: DeckLink 4K Extreme(6G)

  • Cables used:HDMI1.4(UHD/30p)?

  • Desktop Video version: 11.2

  • Video mode: 2K/4K, 60p

  • Device Detail
    CPU Intel Core i7 8086K 10C20T
    RAM DDR4 32GB
    NIC 1G on Board
    GPU Nvidia Geforce 1080Ti

  • System Resource while playing
    CPU: 30-40%
    GPU: 10-20%

How can I solve problem?

Multiple Camera Output

Hello,

Before we purchase a Decklink card, we want to make sure it supports multiple camera outputs. We need to have three cameras in Unity and output these cameras to 3 SDI monitors. Is it possible?

Any help would be highly appreciated.

Best regards,
Irakli

Support of QuadSDI input signal of4K-3D-60p?

Hello the Renderheads team,

May I please ask for an issue about the purchased ‘AVProDeckLink’?

We are trying to use a DeckLink 8K Pro card to get 4K-3D-60/60p video signal.
The signal input is in the quadSDI 3840x2160 50/60p (4xBNC) format, each BNC cable delivers a fullHD 50/60p video signal. Two for the left view and two for the right.

Could the current version of AVProDeckLink handle this with the DeckLink 8K Pro?
It will involve fusion of four FullHD video signals into two textures for each camera.

Thank you very much.
It would be of great help and very appreciated, if you could be so nice to reply.

Flipping X, Y influences multiple inputs when the sources come from the same hardware

Describe the bug

Flipping X or Y when using the plugin with a multiple input card will influences different inputs. See attached video for a clear overview of the issue.

Apparently the issue is present when the sources come from the same hardware, but still on different Inputs/Outputs.

To be more explanatory in the setup: As a source we connected 2 input (0 and 1 on the Decklink card) from 2 different outputs from the graphic card of a computer, and the other 2 (2 and 3) from another.

Your Setup (please complete the following information):

  • Unity version: 2019.3.15f1- HDRP
  • AVPro DeckLink version: 1.8.6t
  • Operating system version: Win 10
  • Hardware model: DeckLink Quad HDMI Recorder
  • Desktop Video version: 11.7
  • Video mode (resolution, frame-rate, pixel-format):

To Reproduce
Steps to reproduce the behavior:

  1. Create a new empty project in unity;
  2. Import AvPro Decklink Trial Package;
  3. Open 04_InputExplorerDemo scene;
  4. Connect 2 Outputs from a Graphic card of one computer to 2 Inputs in a BlackMagic Acquisition card;
  5. Play and try to flip one of the inputs;
  6. Observe the issue as both the inputs get flipped;

Videos

AvDecklink-flipIssue.mp4

DecklinkOutput uses high GPU load

When using DeckLinkOutput component, vsync is disabled to get the best accuracy for rendering the output frames. This can be very wasteful and puts a high GPU and CPU load.

It would be nice to improve this. Either with the new method for rendering, or by adding some delays in there so that if it's running way too fast it will not max out the system.

android played once and next time black screen no audio

Problem description:

the movies played once and can not be played again.. shows black screen and no audio..

Device (which devices are you having the issue with - model, OS version number):

honor 7c

Media (tell us about your videos - number of videos, resolution, codec, frame-rate, example URLs):

res 700x394
format wmv
frame rate 30

System Information:

AVPro Video: plugin v1.9.17 scripts v1.10.0
Target Platform: Android
Unity: v2019.2.18f1 WindowsEditor
OS: Desktop - To be filled by O.E.M. (Gigabyte Technology Co., Ltd.) - Windows 10 (10.0.0) 64bit - English
CPU: Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz - 4 threads - 4061KB
GPU: NVIDIA GeForce GTS 450 - NVIDIA - Direct3D 11.0 [level 11.0] - 969KB - 16384

4K DCI 23.97 422 bit color resolution

I have a machine with a DeckLink 4K mini monitor sending 4K DCI 23.97 at 10 bits 422 and a second machine capturing video using DeckLink 4K mini recorder same signal at 10 bits.
Unity plugin is used in the capture side. All is working fine except by bit color resolution. When I run my app with AVProDeckLink plugin is set to 8 Bits. I tried to "force" to 10 bits but I get a black frame without signal detection. App works If I set with autodetection and it says is working at 8 bits. But it's not true, it's 10 bits.

I'm sure we sending 10 bits signal because we tested with a monitor in the middle doing bypass thought signal. Source video signal comes from Davinci Resolve Blackmagic setted with 4K DCI 23.97 at 10 bits 422
I'm playing with the trial version, maybe there is a color resolution restriction with the trial?

Black video untill started camera in (for example) OBS

Hi,

Posting it here as I don't know if it is actually a bug, and it's definitely not a feature request. Appologies if I misunderstood.

I'm using the AVProLive camera plugin (2.9.0) with a BlackMagic decklink card, a BlackMagic pocket cinema 6K and Unity 2020.1.12f.

In my setup and also in the example scenes I always get black video (after a reboot) untill I start the camera in a third party program (e.g. OBS), after that it runs as expected every time I start my scene.

Steps to reproduce:

  • reboot
  • play a sample scene (e.g. MaterialMappingDemo)
  • see black video
  • open OBS (see the camera feed)
  • play a sample scene
  • it works

Expected result:
Camera feed shows up first time and without having to start the camera via a third party software first)

Regards,
Gijs

Camera detection

Hello,

I am writing to enquire about AVProDeckLink(Trial Version).
When trying Demos, there is no Select Device in Explorer.
The sdi inputing works well, I don't know where I did wrong.
I can’t watch an input video stream without full version?

Unity : Version 2018.3.0b9(64-bit)
AVProDecklink : Version Trial
Operating system version : Windows 10 Pro Intel(R) Core(TM) i9-7900X [email protected] 3.31GHz
Cables used : Din 1.0/2.3 to BNC Male
Blackmagic card : Decklink SDI 4K
Test scene : 01_InputDemo

  1. Add Demo scene to Hierarchy
  2. Play on Scene view
  3. I checked Explorer, but no device in Select Device.

[1.9.0] Interlaced video dropping frames

We're having issues with interlaced signals. Primarily we've been testing 1080i59.94. Progressive signals appear to work without issue.

v1.8.6 with 11+ Blackmagic drivers (we've tried up to latest 12.1)
Windows
Unity 2019.4.28f1
1 Sub Device Full Duplex
DeckLink 8k Pro via SDI

We've noticed frames dropping. Narrowing it down, we're testing even outside of our application and with your 07_InputModifyOutputDemo sample, we still see frames dropping. We've tried this on various systems with ranging specs, but nothing has appeared to run without dropping frames.

HDR Rec 2020 rainbow striping on output

Describe the bug
Attempting to get HDR our using Rec 2020 however output has odd rainbow striping on output. Tried every HDR setting we can find within Unity and still makes no difference. Is there a guide on how to achieve HDR video out?

Monitor output looks as expected though

Your Setup (please complete the following information):

  • Unity version: 2019.4.28f1 and 2020.3.14f1
  • AVPro DeckLink version: 1.6.6 and 1.9.0
  • Operating system version: Windows 10
  • Hardware model: DeckLink 4K Extreme 12G
  • Cables used: BNC SDI
  • Desktop Video version: 12.1
  • Video mode (resolution, frame-rate, pixel-format): 1080p 50 10bitYUV and 8bit YUV

Logs
N/A

Screenshots
Unable to share due to scene's content (however an email has been sent to the unitysupport email address)

Multiple Video Output

Hello,

Before we purchase a Decklink card, we want to make sure it supports multiple camera outputs. We need to have three cameras in Unity and output these cameras to 3 SDI monitors. Is it possible?

Any help would be highly appreciated.

Best regards,
Irakli

24 hours of runtime results in black display

We are currently working on a project which controls an LED screen which takes multiple inputs. We want to target different output ports on the DeckLink 4k Extreme 12G card. Is this possible or do we need other hardware?

How would we setup the Plugin to target different output ports?

Add HDRP/LWRP support

Currently the ApplyToMaterial/ApplyToMesh scripts don't work correctly. This is due to materina.mainTexture not working with HDRP, so it needs to be changed eg:

				//_material.mainTexture = texture;
				_material.SetTexture("_BaseColorMap", texture);

Have to see if anything else needs changing too.

Plugin 1.9.0 not working any more with Windows 7

Describe the bug
Using Plugin 1.8.6 Decklink output is OK on a Windows 7 config.
After 1.9.0 upgrade, no more SDI output visible, no log or error message but all frames are dropped.
Works really perfectly on Windows 10.

Your Setup (please complete the following information):

  • Unity version: 2020.3.12f1
  • AVPro DeckLink version: 1.9.0
  • Operating system version: Windows 7
  • Hardware model: HP Z240
  • Desktop Video version: 12.0
  • Video mode (resolution, frame-rate, pixel-format): 1980i50

To Reproduce
Steps to reproduce the behavior:
Just run on Windows 7

Problem with Post Processing - Lose the input video from blackmagic card

Hi,

Working with AVPro Decklink plugin and everything was working perfectly. But when I start to use post processing (FXAA) to the project and build my project. I suddenly lose my two input video feeds from the Blackmagic card. Any ideas and what step I am missing or does the plugin not like to use post processing? Thanks

UNITY V2019.3.14f1

Marcus

External Keying - HDRP

Hello,

I can not get a fill and a key out with the new HDRP. It does not seem to work. The key signal is full white.
The same test with the render legacy works.

AVProDecklink : Version 1.7.4
Blackmagic Decktop Video : Version 11.1
Blackmagic card : Decklink 8K Pro
Unity : Version 2019.2.3f1
Test scene : 08_ExternalKeyingDemo
Deck Link Output -> Video -> Ignore Alpha Channel -> false.

Best,
Rom

[#GPxMA] Reduce output latency

Hello,

My I'm working with software development used for Japanese television broadcast.

Currently, I'm developing an AR application for broadcast using Unity, and I'm using the AVProDecklink asset for my project.

After several testing, I have found out that the image that is rendered within Unity and linked to final device through the output stream is currently delayed
by 68 frames, however in the broadcast business, this delay needs to be restrained to 34 frames delay.

I have also tried using the "low latency output" option within the asset, but the delay did not change and the image did not stream as smoothly.

Is there any method to improve the delay?

Best regards,


Unity 2018.2.20f1
AVpro DeckLink ver. 1.6.3
DeckLink 4Kpro
Desktop Video 10.11.4
HP z440
Xeon E5-1650v4
32GB
GeForceRTX2070

DecklinkInput OnAudioFilterRead() crackling audio issues

Describe the bug
Y-hello, I'm integrating AVProDecklink(trial version for now) and KlakNDI plugin by Keijiro. For some unknown reason when the NDI audio is playing and the DecklinkInput is not on mute, the buffers seems to collide. I'm trying to wrap my head around but no luck.

Your Setup (please complete the following information):

  • Unity version: 2019.3.15f1
  • AVPro DeckLink version: 1.8.6t
  • Operating system version: win10 x64
  • Hardware model: Decklink Quad HDMI
  • Cables used: HDMI
  • Desktop Video version: 11.7
  • Video mode (resolution, frame-rate, pixel-format): Not related

To Reproduce
Steps to reproduce the behavior:

  1. Implement this fork of KlakNDI "https://github.com/benwager/KlakNDI/tree/send_recv_metadata-updates"
  2. Try to Mute/Unmute a DecklinkInput (even if is not receiving anything)
  3. Observe the issue as the NDI audio starts to crackle and falls behind
  4. Observe the DecklinkInput audio filter getting influenced

Videos
Video/Audio of the issue
https://vimeo.com/567093639

Questions about DecklinkOutput(1.7.8 )

NullReferenceException: Object reference not set to an instance of an object

RenderHeads.Media.AVProDeckLink.DeckLinkOutput.InitCaptureBlendResources (System.Int32 width, System.Int32 height) (at Assets/AVProDeckLink/Scripts/Components/DeckLinkOutput.cs:309)

RenderHeads.Media.AVProDeckLink.DeckLinkOutput.BeginDevice () (at Assets/AVProDeckLink/Scripts/Components/DeckLinkOutput.cs:757)

RenderHeads.Media.AVProDeckLink.DeckLink.Begin (System.Boolean search) (at Assets/AVProDeckLink/Scripts/Internal/DeckLink.cs:523)

RenderHeads.Media.AVProDeckLink.Demos.OutputDemo.OnGUI () (at Assets/AVProDeckLink/Demos/Scripts/OutputDemo.cs:128)

Image Quality Issues

Describe the bug
The image quality of the video through the plugin is fuzzy compared to other programs (OBS, TouchDesigner, Resolume, and even Keijiro's Unity plugin).

Your Setup (please complete the following information):

  • Unity version: 2019.3.7, 2019.4.9, 2020.1.0
  • AVPro DeckLink version: 1.8.5, previous version before
  • Operating system version: Windows 10
  • Hardware model: Decklink Intensity 4k, Decklink Mini Recorder 4k, Decklink Duo
  • Cables used: HDMI, SDI
  • Desktop Video version: 11.5.1, previous version before
  • Video mode (resolution, frame-rate, pixel-format): 1080p, 60fps

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...' any Unity project with Decklink plugin.
  2. Click on '....' plugin and then select proper input. Press play in the editor.
  3. _Adjust settings in the plugin explorer...they do not create any effect.

Screenshots
You can see here the quality difference between Keijiro's plugin and the avPro plugin. Look at the rivets on the case and you can see the detail is lost. These are compared in the same project with the same settings and hardware, just the capture plugin enabled/disabled. It feels subtle at first, but this difference has meant a lot of extra work for my team, and a loss of clients.

AvPro:
decklink capture 2 (quad scale 1)

Keijiro:
keijiro capture 2

Decklink Duo 2 card not being detected

Hello!

Our Team is currently using A Decklink Duo 2 card to test with but we are unable to get it working properly.

Is the plugin compatible with the Decklink Duo 2 and is there anything special that must be completed for it to work properly?

Testing with Unity 2019.6 and Windows 10.
thanks.

Black Texture with MipMaps enabled

Hi there,

trying out the trial version of the plugin, when mipmaps is enabled on the created render texture, the input image is not coming thorught.

Setup

  • Unity version: 2019.3.15f1;
  • AVPro DeckLink version: 1.8.6t;
  • Operating system version: win 10;
  • Hardware model: Blackmagic 4k hdmi;
  • Video mode (resolution, frame-rate, pixel-format): 4k UHD, 60fps, 10bit 4:2:2 YUV;

To Reproduce
Steps to reproduce the behavior:
0. Setup a scene with a DecklinkInput and ApplyToMaterial prefab;

  1. Go to FormatConverted.cs;
  2. Locate RecreateConvertedTexture() method;
  3. Add to the texture configs texture.useMipMap = true; and texture.autoGenerateMips = true;
  4. Go in Play and observe the Issue: the texture is black.

On a second note not related to the issue; To display 4 concurrent input, is the right procedure to create 4 instances of DeckLinkInput(each with its own index) and 4 ApplyToMaterial?

Thanks

Timecode output

It seems that I'm not getting the timecode on my output. In the "Deck Link Input" I can see the timecode getting in. But on the output there is not time code. Even if I'm connecting the output to a Hyperdeck, the timecode is always zero.
I did see that there is a setting called "Enable Time Code Capture" and I have enabled it on both the Input & the Output but still no luck. Is there additional steps I need to take to keep my timecode?

Desired device not found

Hey, I downloaded the trial version today.
But unfortunately it does not work. The plugin does not find my decklink card. In Device Manager the card is recognized and in Blackmagic Desktop Video Setup too. Can someone please help me. Probably it is some simple error on my part.

screenshot
image

Vertical noises during output PAL 8bit

I'm using Black Magic Dou 2 using avpro decklink in Unity. Everything is ok with HD output until I use PAL 8bit. I need exactly this PAL 8bit for broadcast system of my TV channel which is SD not HD.
Output has vertical invisible lines which makes output noisy and details of the scene become unclear. Have you any suggest for me?

Add native interfaced input support - currently deinterlacing is applied which halves the frame rate

Issue brought in from Keeping (#RvNmcyBYF4)

...issues with the FPS of a camera we are reading in through our Decklink Intensity Pro 4k card. We can see in system settings that the signal is being received at 59.94 FPS at 1080i but when bringing the signal into Unity it drops to 30 fps.

...it's giving our graphics a very choppy appearance...

Is there some sort of limitation or setting we should check to get this working at 59.94 fps?

So far I've tried using the force frame rate option as well as opening the signal through the device explorer menu but the signal seems to stay capped at 30 fps.

Input from Blackmagic Card

Using the Input demo on Decklink plugin (trail version) an error pop once I played the demo. Below is the error msg. I have not changed any settings from default. My camera input is through a blackmagic capture card (Verified that the card is working properly). Camera is a Blackmagic 4K SDI out and settings are 1080i 60f.

Just a little BG on what I'm trying to accomplish. Need to import three different video sources into Unity from a production truck.

[AVProDeckLink] Desired format not found - the resolution or pixel format may not be supported

Can you point me in the right direction to start on the problem?

Get Camera/Video Input Latency

When capturing input for real time AR it would be helpful to know the latency for each frame sent from the camera to help better determine where the Camera was when the frame was captured. Currently there is a time code option for deck link inputs (for some reason this always returns 0 for us and seems to be about frame number rather than actual timecode) but no latency variable. Currently we have just been using a semi-arbitrary number of ms that we assume is the delay and are getting passable but low quality results since latency vary slightly frame by frame (restarting the game or PC changes the latency drastically). We have using a frame buffer for a smoother video streaming but it seems to have little effect making latency appear more consistent.

We hope a general solution can be added since we use a variety of cameras, but we do have a few Blackmagic cameras if this kind of feature can't be supported any other way.

GenLock offset is always overwrite to zero in player mode

The GenLock offset is always overwrite to zero in player mode.
This problem doesn't occur in editor mode.

Step to reproduce:

  1. Open DeckLinkOutput component and change Genlock Pixel Offset.
  2. Run the game on editor.
  3. Open DesktopVideoSetup and check the Refernce Input offset. <- No problem
  4. Build and Run the game.
  5. Open DesktopVideoSetup and check the Refernce Input offset. <- Wrong

Environments:
Unity 2019.4.6
DeckLink 8K Pro
DeckLink 11.5.1
AVPro DeckLink 1.7.6

I hope a option to not change the genlock offset.

Send capture to SDI.

Is your feature request related to a problem? Please describe.
I need to do a 180 capture and send it with audio in realtime using SDI or NDI.

Describe the solution you'd like
Be able to set the capture output to an SDI output using AVPro DeckLink would be perfect.

Describe alternatives you've considered
I've successfully sent the capture using NDI (KlakNDI), using the _finalTarget RenderTexture on CaptureFromCamera360.cs, but this plugin don't manage audio through NDI.

SDI audio input problem

I wanted to analyze the audio input from SDI, but the audio input from the InputAudioSource could not get the audio data.
How do I analyze the audio input from SDI?

Support contributing cameras

Currently only 1 camera is rendered, but it can be useful to have separate cameras layered together (eg for UI) so we should add support for this.

Multiple input video and audio issue

When using multiple decklink input, the first input feed will work properly on start, but when second one is being turn on via script .Begin(). The input feed for first one will have a green bar on top.

When I try to to turn off the first and turn it back on the feed will work properly again, but without audio.

  • Unity version: 2021.1.7f1
  • AVPro DeckLink version: 1.9.0
  • Operating system version: Windows 10
  • Hardware model: Decklink duo 2
  • Cables used: BNC Male to BNC Male RG179 75 Ohm SDI Cable
  • Desktop Video version: 12.1
  • Video mode (resolution, frame-rate, pixel-format): 1920x1080@60p 8 bit 4:2:2 YUV

Screenshot of issue here:
https://drive.google.com/file/d/1WMsRe-aPL_eOYAJdthz1ppht7LWbF-FI/view?usp=sharing

Add timecode to output SDI

Is it possible to add timecode to the output?
I wish I could add the SDI input timecode to the output timecode.
In a similar discussion in the past, it was said that it would be supported in the future.
I would like to know if it is currently in progress.

Support for more than 2 audio input channels

we have use cases for 8, 16 or even 64 audio channels which we can’t pursue without this support. looking at online documentation, it looks like the input audio channels are hard coded to 2. we have tried more than 2 channels and it hasn’t worked, while 2 worked just fine

Output fails with: Unable to start device Intensity Pro 4K, it might be currently busy

Describe the bug
A clear and concise description of what the bug is.

In the latest version 1.9.0 I am unable to get an Output feed from a card when Input is running. The previous version of the software with all other settings the same handles this fine.

The issue appears in this code from the current version:

From Decklink.cs

public void Begin(bool search = false) 
{
    ...
    if (_device != null)
    {
	bool valid = IsInput() ? _device.CanInput() : _device.CanOutput();
       if (valid) { .. .}
       else {
	     Debug.LogWarning("[AVProDeckLink] Unable to start device " + _device.Name + ", it might be currently busy");
	   _device = null;
        }
...
}

Here _device.CanOutput() calls into Device.cs

public bool CanOutput()
{
    bool result = SupportsOutput && !IsOutputBusy && !IsInputBusy;
    /*if (result)
    {
        if (_fullDuplexSupported)
        {
            result = !IsStreamingOutput;
        }
        else
        {
            result = !IsStreaming;
        }
    }*/
    return result;
}

Here IsInputBusy() is returning true (thus !true) causing the Output to fail. If I hack the method to return true no matter what it works and I have both Input and Ouput working on the same device/card as in the previous version.

For reference here is the previous version of this code (pre 1.9.0) which works.

public bool CanInput()
{
    if (_fullDuplexSupported)
    {
        return !IsStreamingInput;
    }
    else
    {
        return !IsStreaming;
    }
}

Your Setup (please complete the following information):

  • Unity version: 2020.3.14f1
  • AVPro DeckLink version: 1.9.0
  • Operating system version: Windows 10
  • Hardware model: Intensity Pro 4K or Ultrastudio
  • Cables used: HDMI
  • Desktop Video version: 11.7
  • Video mode (resolution, frame-rate, pixel-format): 1080p, 24fps

To Reproduce
Steps to reproduce the behavior:
Download latest version, attempt to run InputOutputDemo scene, using Decklink Intensity Pro 4K or Ultrastudio. Check that Input and Output both work.

Logs
[AVProDeckLink] Unable to start device Intensity Pro 4K, it might be currently busy
UnityEngine.Debug:LogWarning (object)
RenderHeads.Media.AVProDeckLink.DeckLink:Begin (bool) (at Assets/AVProDeckLink/Scripts/Internal/DeckLink.cs:565)
RenderHeads.Media.AVProDeckLink.Demos.InputModifyOutputDemo:StartOutput (RenderHeads.Media.AVProDeckLink.DeviceMode) (at Assets/AVProDeckLink/Demos/Scripts/InputModifyOutputDemo.cs:151)
RenderHeads.Media.AVProDeckLink.Demos.InputModifyOutputDemo:OnGUI () (at Assets/AVProDeckLink/Demos/Scripts/InputModifyOutputDemo.cs:364)

Screenshots
If applicable, add screenshots to help explain your problem.

Videos
If applicable, add a copy of your video or the URL

Frame dropping

Issue brought over from keeping [#cTtVOv1NgA]

I made two identical cameras in Unity 2019.3.8.One for rendering scenes on PC and one for capturing card output.

The output picture has the problem of frame loss.

Video frame drop, unable to use.

I have recorded a video of the specific situation presented and sent it along with the email attachment.

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