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authorAntoine Villeret <avilleret@users.sourceforge.net>2012-12-27 14:41:22 +0000
committerAntoine Villeret <avilleret@users.sourceforge.net>2012-12-27 14:41:22 +0000
commit48886dd80cf5a05dad279363e8fc9743dd7770ae (patch)
tree016bbe83d275058a54afdecabb067b0385712873 /examples
parentfc998beece703a7d23a75272f1ed0d5a34ee84c9 (diff)
clean up directory
fix help patch dependency improve REAMDE svn path=/trunk/externals/pix_opencv/; revision=16770
Diffstat (limited to 'examples')
-rw-r--r--examples/06_GPU_opticalflow/06_GPU_opticalflow.pd169
-rw-r--r--examples/06_GPU_opticalflow/of.frag47
2 files changed, 216 insertions, 0 deletions
diff --git a/examples/06_GPU_opticalflow/06_GPU_opticalflow.pd b/examples/06_GPU_opticalflow/06_GPU_opticalflow.pd
new file mode 100644
index 0000000..c607683
--- /dev/null
+++ b/examples/06_GPU_opticalflow/06_GPU_opticalflow.pd
@@ -0,0 +1,169 @@
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+0;
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+#X msg 1057 557 rectangle 1 \, quality 1;
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+#X msg 1204 461 previousFrame 1 \, currentFrame 2;
+#X msg 1224 432 lambda \$1;
+#X msg 1288 431 scale \$1 \$1;
+#X msg 194 533 rectangle 1 \, quality 1;
+#X obj 608 419 r of_dim;
+#X obj 1047 587 pix_texture;
+#X obj 342 179 gemwin;
+#X msg 325 140 create \, 1;
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+#X obj 104 413 glsl_program;
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+#X floatatom 179 281 2 0 0 0 ID - -;
+#X obj 197 327 print linking;
+#X text 123 361 after linking \, click "print" to get some info about
+the compiled shader program;
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+#X msg 1289 382 1;
+#X text 815 119 this is an example of how to compute optical flow on
+GPU;
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diff --git a/examples/06_GPU_opticalflow/of.frag b/examples/06_GPU_opticalflow/of.frag
new file mode 100644
index 0000000..af7d99e
--- /dev/null
+++ b/examples/06_GPU_opticalflow/of.frag
@@ -0,0 +1,47 @@
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect currentFrame, previousFrame;
+uniform float lambda;
+uniform vec2 scale;
+
+vec2 offset = vec2(1.,1.);
+vec2 texcoord0 = gl_TexCoord[0].st;
+vec2 texcoord1 = gl_TexCoord[1].st;
+
+void main()
+{
+ vec4 a = texture2DRect(currentFrame, texcoord0);
+ vec4 b = texture2DRect(previousFrame , texcoord1);
+ vec2 x1 = vec2(offset.x,0.);
+ vec2 y1 = vec2(0.,offset.y);
+
+ //get the difference
+ vec4 curdif = b-a;
+
+ //calculate the gradient
+ vec4 gradx = texture2DRect(previousFrame, texcoord1+x1)-texture2DRect(previousFrame, texcoord1-x1);
+ gradx += texture2DRect(currentFrame, texcoord0+x1)-texture2DRect(currentFrame, texcoord0-x1);
+ vec4 grady = texture2DRect(previousFrame, texcoord1+y1)-texture2DRect(previousFrame, texcoord1-y1);
+ grady += texture2DRect(currentFrame, texcoord0+y1)-texture2DRect(currentFrame, texcoord0-y1);
+ vec4 gradmag = sqrt((gradx*gradx)+(grady*grady)+vec4(lambda));
+
+ if ( gradmag.r == 0. ) {
+ gl_FragColor = vec4(0.5,0.5,0.5,1);
+ return;
+ }
+
+ vec4 vx = curdif*(gradx/gradmag);
+ float vxd = vx.r;//assumes greyscale
+ //format output for flowrepos, out(-x,+x,-y,+y)
+ //~ vec2 xout = vec2(max(vxd,0.),abs(min(vxd,0.)))*scale.x;
+ float xout = ((vxd/2.)*scale.x+0.5);
+
+ vec4 vy = curdif*(grady/gradmag);
+ float vyd = vy.r;//assumes greyscale
+ //format output for flowrepos, out(-x,+x,-y,+y)
+ //~ vec2 yout = vec2(max(vyd,0.),abs(min(vyd,0.)))*scale.y;
+ float yout = ((vyd/2.)*scale.y+0.5);
+
+ //~ gl_FragColor = vec4(xout.xy,yout.xy);
+ gl_FragColor = vec4(xout,yout,0.5,1.);
+}