I've been working on a video effects engine, called WebVfx, that
allows effects to be implemented using HTML or QML. It includes
producer, filter and transition plugins for MLT.

So video effects can be authored using web technologies like CSS3,
Canvas, WebGL etc. Video frames decoded by MLT are available to the
effect as JavaScript Image or ImageData objects.

Source code and docs are available on github:

https://github.com/rectalogic/webvfx#readme
http://rectalogic.github.com/webvfx/

QML is supported as an alternative to WebGL for 3D based transitions,
by extending it with QtQuick3D:

http://doc.qt.nokia.com/qt-quick3d-snapshot/index.html

So 3D scenes can be modeled in a tool like Blender, the scene can be
rendered and baked to a texture and the 3D camera path can be animated
and exported using a Blender plugin included with WebVfx. Then video
frames can be applied as textures to portions of the scene. Here is
the source to a simple 3D example (with link to demo video):

http://rectalogic.github.com/webvfx/examples_2transition-demo3d_8qml-example.html

Here is an example of a more sophisticated 3D birthday card theme
developed internally, rendered with WebVfx and MLT using the avformat
consumer:

http://www.youtube.com/watch?v=iOKzqTV71Ss

Advanced 2D image effects can be implemented using WebGL and a GLSL
fragment shader. WebVfx includes a support framework so only the
shader code needs to be written. Here is the source to PageCurl and
CrossZoom GLSL transitions (with links to demo videos):

http://rectalogic.github.com/webvfx/examples_2transition-shader-pagecurl_8html-example.html
http://rectalogic.github.com/webvfx/examples_2transition-shader-crosszoom_8html-example.html


I'm currently developing WebVfx on Ubuntu 10.04 using:

Qt 4.7.3

WebKit commit 4a6cd3d
git://git.webkit.org/WebKit.git

QtQuick3D commit b751eeb
git://gitorious.org/qt-quick3d/qt-quick3d.git

FYI that commit of QtQuick3D doesn't build on MacOS, later versions
should but have bugs that need to be fixed. Also using WebVfx/MLT on
MacOS has some special caveats explained in the README.

Andrew

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