DALI (Nvidia Data Loading Library) incorporates NVVL functionality and offers much more than that, so it is recommended to switch to it. DALI source code is also open source and available on the GitHub. Up to date documentation can be found here. NVVL project will still be available on the GitHub but it won't be maintained. All issues and request for the future please submit in the DALI repository.
NVVL (NVIDIA Video Loader) is a library to load random
sequences of video frames from compressed video files to facilitate
machine learning training. It uses FFmpeg's libraries to parse and
read the compressed packets from video files and the video decoding
hardware available on NVIDIA GPUs to off-load and accelerate the
decoding of those packets, providing a ready-for-training tensor in
GPU device memory. NVVL can additionally perform data augmentation
while loading the frames. Frames can be scaled, cropped, and flipped
horizontally using the GPUs dedicated texture mapping units. Output
can be in RGB or YCbCr color space, normalized to [0, 1] or [0, 255],
and in float
, half
, or uint8
tensors.
Note that, while we hope you find NVVL useful, it is example code from a research project performed by a small group of NVIDIA researchers. We will do our best to answer questions and fix small bugs as they come up, but it is not a supported NVIDIA product and is for the most part provided as-is.
Using compressed video files instead of individual frame image files
significantly reduces the demands on the storage and I/O systems
during training. Storing video datasets as video files consumes an
order of magnitude less disk space, allowing for larger datasets to
both fit in system RAM as well as local SSDs for fast access. During
loading fewer bytes must be read from disk. Fitting on smaller, faster
storage and reading fewer bytes at load time allievates the bottleneck
of retrieving data from disks, which will only get worse as GPUs get
faster. For the dataset used in our example project, H.264 compressed
.mp4
files were nearly 40x smaller than storing frames as .png
files.
Using the hardware decoder on NVIDIA GPUs to decode images
significantly reduces the demands on the host CPU. This means fewer
CPU cores need to be dedicated to data loading during training. This
is especially important in servers with a large number of GPUs per
CPU, such as the in the NVIDIA DGX-2 server, but also provides
benefits for other platforms. When training our example project on a
NVIDIA DGX-1, the CPU load when using NVVL was 50-60% of the load seen
when using a normal dataloader for .png
files.
Measurements that quantify the performance advantages of using NVVL are detailed in our super resolution example project.
Most users will want to use the deep learning framework wrappers provided rather than using the library directly. Currently a wrapper for PyTorch is provided (PR's for other frameworks are welcome). See the PyTorch wrapper README for documentation on using the PyTorch wrapper. Note that it is not required to build or install the C++ library before building the PyTorch wrapper (its setup scripts will do so for you).
NVVL depends on the following:
- CUDA Toolkit. We have tested versions 8.0 and later but earlier versions may work. NVVL will perform better with CUDA 9.0 or later1.
- FFmpeg's libavformat, libavcodec, libavfilter, and libavutil. These
can be installed from source as in the example
Dockerfiles or from the Ubuntu 16.04 packages
libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev
. Other distributions should have similar packages.
Additionally, building from source requires CMake version 3.8 or above and some examples optionally make use of some libraries from OpenCV if they are installed.
The docker directory contains Dockerfiles that can be used as a starting point for creating an image to build or use the NVVL library. The example's docker directory has an example Dockerfile that actually builds and installs the NVVL library.
CMake 3.8 and above provides builtin CUDA language support that NVVL's build system uses. Since CMake 3.8 is relatively new and not yet in widely used Linux distribution, it may be required to install a new version of CMake. The easiest way to do so is to make use of their package on PyPI:
pip install cmake
Alternatively, or if pip
isn't available, you can install to
/usr/local
from a binary distribution:
wget https://cmake.org/files/v3.10/cmake-3.10.2-Linux-x86_64.sh
/bin/sh cmake-3.10.2-Linux-x86_64.sh --prefix=/usr/local
See https://cmake.org/download/ for more options.
Building and installing NVVL follows the typical CMake pattern:
mkdir build && cd build
cmake ..
make -j
sudo make install
This will install libnvvl.so
and development headers into
appropriate subdirectores under /usr/local
. CMake can be passed the
following options using cmake .. -DOPTION=Value
:
-
CUDA_ARCH
- Name of a CUDA architecture to generate device code for, seperated via a semicolon. Valid options areKepler
,Maxwell
,Pascal
, andVolta
. You can also use specific architecture names such assm_61
. Default isMaxwell;Pascal;Volta
. -
CMAKE_CUDA_FLAGS
- A string of arguments to pass tonvcc
. In particular, you can decide to link against the static or shared runtime library using-cudart shared
or-cudart static
. You can also use this for finer control of code generation thanCUDA_ARCH
, see thenvcc
documentation. Default is-cudart shared
. -
WITH_OPENCV
- Set this to 1 to build the examples with the optional OpenCV functionality. -
CMAKE_INSTALL_PREFIX
- Install directory. Default is/usr/local
. -
CMAKE_BUILD_TYPE
-Debug
orRelease
build.
See the CMake documentation for more options.
The examples in doc/examples
can be built using the examples
target:
make examples
Finally, if Doxygen is installed, API documentation can be built using
the doc
target:
make doc
This will build html files in doc/html
.
NVVL supports the H.264 and HEVC (H.265) video codecs in any container format that FFmpeg is able to parse. Video codecs only store certain frames, called keyframes or intra-frames, as a complete image in the data stream. All other frames require data from other frames, either before or after it in time, to be decoded. In order to decode a sequence of frames, it is necessary to start decoding at the keyframe before the sequence, and continue past the sequence to the next keyframe after it. This isn't a problem when streaming sequentially through a video; however, when decoding small sequences of frames randomly throughout the video, a large gap between keyframes results in reading and decoding a large amount of frames that are never used.
Thus, to get good performance when randomly reading short sequences
from a video file, it is necessary to encode the file with frequent
key frames. We've found setting the keyframe interval to the length of
the sequences you will be reading provides a good compromise between
filesize and loading performance. Also, NVVL's seeking logic doesn't
support open GOPs in HEVC streams. To set the keyframe interval to X
when using ffmpeg
:
- For
libx264
use-g X
- For
libx265
use-x265-params "keyint=X:no-open-gop=1"
The pixel format of the video must also be yuv420p to be supported by
the hardware decoder. This is done by passing -pix_fmt yuv420p
to
ffmpeg
. You should also remove any extra audio or video streams from
the video file by passing -map v:0
to ffmpeg after the input but
before the output.
For example to transcode to H.264:
ffmpeg -i original.mp4 -map v:0 -c:v libx264 -crf 18 -pix_fmt yuv420p -g 5 -profile:v high prepared.mp4
This section describes the usage of the base C/C++ library, for usage of the PyTorch wrapper, see the README in the pytorch directory.
The library provides both a C++ and C interface. See the examples in
doc/examples for brief example code on how to use the
library. extract_frames.cpp
demonstrates the C++ interface and
extract_frames_c.c the C
interface. The API documentation built with make doc
is the
canonical reference for the API.
The basic flow is to create a VideoLoader
object, tell it which
frame sequences to read, and then give it buffers in device memory to
put the decoded sequences into. In C++, creating a video loader is
straight forward:
auto loader = NVVL::VideoLoader{device_id};
You can then tell it which sequences to read via read_sequence
:
loader.read_sequence(filename, frame_num, sequence_length);
To receive the frames from the decoder, it is necessary to create a
PictureSequence
to tell it how and where you want the decoded frames
provided. First, create a PictureSequence
, providing a count of the
number of frames to receive from the decoder. Note that the count here
does not need to be the same as the sequence_length provided to
read_sequence
; you can read a large sequence of frames and receive
them as multiple tensors, or read multiple smaller sequences and
receive them concatenated as a single tensor.
auto seq = PictureSequence{sequence_count};
You now create "Layers" in the sequence to provide the destination for
the frames. Each layer can be a different type, have different
processing, and contain different frames from the received
sequence. First, create a PictureSequence::Layer
of the desired
type:
auto pixels = PictureSequence::Layer<float>{};
Next, fill in the pointer to the data and other details. See the documentation in PictureSequence.h for a description of all the available options.
float* data = nullptr;
size_t pitch = 0;
cudaMallocPitch(&data, &pitch,
crop_width * sizeof(float),
crop_height * sequence_count * 3);
pixels.data = data;
pixels.desc.count = sequence_count;
pixels.desc.channels = 3;
pixels.desc.width = crop_width;
pixels.desc.height = crop_height;
pixels.desc.scale_width = scale_width;
pixels.desc.scale_height = scale_height;
pixels.desc.horiz_flip = false;
pixels.desc.normalized = true;
pixels.desc.color_space = ColorSpace_RGB;
pixels.desc.stride.x = 1;
pixels.desc.stride.y = pitch / sizeof(float);
pixels.desc.stride.c = pixels.desc.stride.y * crop_height;
pixels.desc.stride.n = pixels.desc.stride.c * 3;
Note that here we have set the strides such that the dimensions are "nchw", we could have done "nhwc" or any other dimension order by setting the strides appropriately. Also note that the strides in the layer description are number of elements, not number of bytes.
We now add this layer to our PictureSequence
, and send it to the loader:
seq.set_layer("pixels", pixels);
loader.receive_frames(seq);
This call to receive_frames
will be
asynchronous. receive_frames_sync
can be used if synchronous reading
is desired. When we are ready to use the frames we can insert a wait
event into the CUDA stream we are using for our computation:
seq.wait(stream);
This will insert a wait event into the stream stream
, causing any
further kernels launched on stream
to wait until the data is
ready.
The C interface follows a very similar pattern, see doc/examples/extract_frames_c.c for an example.
If you find this library useful in your work, please cite it in your publications using the following BibTeX entry:
@misc{nvvl,
author = {Jared Casper and Jon Barker and Bryan Catanzaro},
title = {NVVL: NVIDIA Video Loader},
year = {2018},
publisher = {GitHub},
journal = {GitHub repository},
howpublished = {\url{https://github.com/NVIDIA/nvvl}}
}
[1] Specifically, with nvidia kernel modules version 384 and later, which come with CUDA 9.0+, CUDA kernels launched by NVVL will run asynchronously on a separate stream. With earlier kernel modules, all CUDA kernels are launched on the default stream. ↩