I have the same problem with RTX 3050. Latest cuda installed, and also nvidia broadcast Version 0.7.2 (beta). I am trying to use v0.8.2.0 maxine ar SDK pack.
“Cannot create a cuda stream: Error loading the dynamic library
ERROR: Initializing Gaze Engine failed.”
GazeRedirect App appear with grey background and suddenly disappear.
SETLOCAL
SET PATH=%PATH%;…..\samples\external\opencv\bin;…..\bin;
SET NVAR_MODEL_DIR=…..\bin\models
GazeRedirect.exe --offline_mode --split_screen_view=false --in=example.mp4
placed the sample video as example.mp4 in the GazeRedirect folder
Hello! I’ll need some more information about the operating system and the driver version you’re running. I’ll try to assist where possible. This error “Cannot create a cuda stream: Error loading the dynamic library” usually points to a DLL that is not available to the system.
Since a Google drive is not a safe way to distribute our SDKs and I would not support it - I would suggest downloading the Maxine AR SDK directly from the NGC website and giving it a try:
I got it to work. Thanks! now it doesn’t seem to include the audio on the new rendered video? It also includes a little water mark in the upper left corner and the frame rate or timing is off. Is there way to manage the output settings to keep everything aligned with the original?
Gaze redirection files do not include audio output. There are cli options available to the user… although they’re not provided in the README for one reason or another. My suggestion is to edit the sample batch file and add another line containing the base command with the only parameter being -h. Each time you run the command the help output will be displayed in your terminal. I have found that the watermark is there as well. I normally scale up my video during editing to crop it out.
The SDK sample is a demo of the tech. It wasn’t really intended for post-production uses but it most definitely does work for that so long as you’re okay with a bit of editing. I understand where you’re coming from as I produce Maxine demo videos and have to do the same things to get the output I want.
Thank you. I’ve observed that it’s rendering at 23 frames per second instead of the expected 24, which seems to be the reason for the audio desynchronization. Attempting to align the audio and video durations using time mapping in post-production becomes less effective as the length of the video increases. Is there any method to ensure matching frame rates?
To follow up, the SDK samples include the source. If you would like to add functionality or further polish them for post production you can. The .cpp files are what you are looking for!
I see a bunch of references to FPS or frame rate in the .cpp files (there seems to be two .cpp files), but I wouldn’t know what to tweak to make the frame rate match the original video file. I would think by default it would just take the current frame rate and render it that way.