depth to color map filters as a part of kinect common support

This commit is contained in:
Kazik Pogoda
2019-08-24 00:33:20 +02:00
parent 6318891502
commit 40b919edd2
4 changed files with 152 additions and 2 deletions

View File

@@ -2,6 +2,7 @@ package org.openrndr.extra.kinect
import org.openrndr.Extension
import org.openrndr.draw.*
import org.openrndr.resourceUrl
import java.lang.RuntimeException
/**
@@ -10,11 +11,13 @@ import java.lang.RuntimeException
* @param <CTX> data needed to make low level kinect support calls.
*/
interface Kinects<CTX> {
fun countDevices(): Int
/**
* Starts kinect device of a given number.
*
* @param num the kinect device index.
* @throws KinectException if device of such a number does not exist,
* better to count them first.
* @see countDevices
@@ -24,7 +27,8 @@ interface Kinects<CTX> {
/**
* Executes low level Kinect commands in the kinect thread.
*/
fun execute(commands: (CTX) -> Any) : Any
fun <T> execute(commands: (CTX) -> T) : T
}
/**
@@ -38,7 +42,7 @@ interface KinectDevice<CTX> : Extension {
/**
* Executes low level Kinect commands in the kinect thread in the context of this device.
*/
fun execute(commands: (CTX) -> Any): Any
fun <T> execute(commands: (CTX) -> T): T
}
interface KinectCamera {
@@ -55,3 +59,31 @@ interface KinectDepthCamera : KinectCamera {
}
class KinectException(msg: String) : RuntimeException(msg)
/**
* Maps depth values to grayscale.
*/
class DepthToGrayscaleMapper : Filter(
filterShaderFromUrl(resourceUrl("depth-to-grayscale.frag", Kinects::class.java))
)
/**
* Maps depth values to color map according to natural light dispersion as described
* by Alan Zucconi in the
* <a href="https://www.alanzucconi.com/2017/07/15/improving-the-rainbow/">Improving the Rainbow</a>
* article.
*/
class DepthToColorsZucconi6Mapper : Filter(
filterShaderFromUrl(resourceUrl("depth-to-colors-zucconi6.frag", Kinects::class.java))
)
/**
* Maps depth values to color map according to
* <a href="https://ai.googleblog.com/2019/08/turbo-improved-rainbow-colormap-for.html">
* Turbo, An Improved Rainbow Colormap for Visualization
* </a>
* by Google.
*/
class DepthToColorsTurboMapper : Filter(
filterShaderFromUrl(resourceUrl("depth-to-colors-turbo.frag", Kinects::class.java))
)

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@@ -0,0 +1,41 @@
#version 330
uniform sampler2D tex0;
out vec3 color;
float saturate(in float x) {
return max(0, min(1, x));
}
// Copyright 2019 Google LLC.
// SPDX-License-Identifier: Apache-2.0
// Polynomial approximation in GLSL for the Turbo colormap
// Original LUT: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f
// Authors:
// Colormap Design: Anton Mikhailov (mikhailov@google.com)
// GLSL Approximation: Ruofei Du (ruofei@google.com)
vec3 TurboColormap(in float x) {
const vec4 kRedVec4 = vec4(0.13572138, 4.61539260, -42.66032258, 132.13108234);
const vec4 kGreenVec4 = vec4(0.09140261, 2.19418839, 4.84296658, -14.18503333);
const vec4 kBlueVec4 = vec4(0.10667330, 12.64194608, -60.58204836, 110.36276771);
const vec2 kRedVec2 = vec2(-152.94239396, 59.28637943);
const vec2 kGreenVec2 = vec2(4.27729857, 2.82956604);
const vec2 kBlueVec2 = vec2(-89.90310912, 27.34824973);
x = saturate(x);
vec4 v4 = vec4( 1.0, x, x * x, x * x * x);
vec2 v2 = v4.zw * v4.z;
return vec3(
dot(v4, kRedVec4) + dot(v2, kRedVec2),
dot(v4, kGreenVec4) + dot(v2, kGreenVec2),
dot(v4, kBlueVec4) + dot(v2, kBlueVec2)
);
}
void main() {
float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
color = (depth >= .999) ? vec3(0) : TurboColormap(depth);
}

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@@ -0,0 +1,68 @@
#version 330
uniform sampler2D tex0; // kinect raw
out vec3 color;
// Spectral Colour Schemes
// By Alan Zucconi
// Website: www.alanzucconi.com
// Twitter: @AlanZucconi
// Example of different spectral colour schemes
// to convert visible wavelengths of light (400-700 nm) to RGB colours.
// The function "spectral_zucconi6" provides the best approximation
// without including any branching.
// Its faster version, "spectral_zucconi", is advised for mobile applications.
// Read "Improving the Rainbow" for more information
// http://www.alanzucconi.com/?p=6703
float saturate (float x)
{
return min(1.0, max(0.0,x));
}
vec3 saturate (vec3 x)
{
return min(vec3(1.,1.,1.), max(vec3(0.,0.,0.),x));
}
// --- Spectral Zucconi --------------------------------------------
// By Alan Zucconi
// Based on GPU Gems: https://developer.nvidia.com/sites/all/modules/custom/gpugems/books/GPUGems/gpugems_ch08.html
// But with values optimised to match as close as possible the visible spectrum
// Fits this: https://commons.wikimedia.org/wiki/File:Linear_visible_spectrum.svg
// With weighter MSE (RGB weights: 0.3, 0.59, 0.11)
vec3 bump3y (vec3 x, vec3 yoffset)
{
vec3 y = vec3(1.,1.,1.) - x * x;
y = saturate(y-yoffset);
return y;
}
// --- Spectral Zucconi 6 --------------------------------------------
// Based on GPU Gems
// Optimised by Alan Zucconi
vec3 spectral_zucconi6 (float x)
{
const vec3 c1 = vec3(3.54585104, 2.93225262, 2.41593945);
const vec3 x1 = vec3(0.69549072, 0.49228336, 0.27699880);
const vec3 y1 = vec3(0.02312639, 0.15225084, 0.52607955);
const vec3 c2 = vec3(3.90307140, 3.21182957, 3.96587128);
const vec3 x2 = vec3(0.11748627, 0.86755042, 0.66077860);
const vec3 y2 = vec3(0.84897130, 0.88445281, 0.73949448);
return
bump3y(c1 * (x - x1), y1) +
bump3y(c2 * (x - x2), y2) ;
}
void main() {
float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
color = (depth >= .999) ? vec3(0) : spectral_zucconi6(depth);
}

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@@ -0,0 +1,9 @@
#version 330
uniform sampler2D tex0;
out vec3 color;
void main() {
float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
color = (depth >= .999) ? vec3(0) : vec3(depth);
}