new method based on sensor dimensions and focal length
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@ -1,14 +1,15 @@
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// RozK
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// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
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// Adapted from https://github.com/duducosmos/defisheye
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// itself based on http://www.fmwconcepts.com/imagemagick/defisheye/index.php
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#extension GL_ARB_texture_rectangle: enable
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// TODO: investigate
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// precision highp float;
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// #define debug_borders
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// uniforms
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uniform sampler2DRect myTextureY;
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uniform sampler2DRect myTextureU;
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uniform sampler2DRect myTextureV;
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@ -16,25 +17,47 @@ uniform vec2 myResolution;
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uniform float pts;
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// parameters
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const float input_fov = 156.0;
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const float output_fov = 124.45;
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const vec2 pixel_scale = vec2(0.652485, 1.0);
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const vec2 sensor_dimensions = vec2(5.949440, 5.205760);
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const float fisheye_focal_length = 2.92;
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const float rectilinear_focal_length = 2.102263;
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const int subsampling = 4;
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// subsampling constants
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const float substep = 1.0 / float(subsampling);
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const float substart = substep * 0.5 - 0.5;
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const float subscale = 1.0 / float(subsampling * subsampling);
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// constants
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const float subsampling_step = 1.0 / float(subsampling);
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const float subsampling_start = subsampling_step * 0.5 - 0.5;
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const float subsampling_denominator = 1.0 / float(subsampling * subsampling);
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// variables
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vec2 center;
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float diameter;
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float input_len;
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float inv_output_len;
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vec4 unfish(const in vec2 coord) {
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float len = max(0.001, length(coord));
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vec2 y_coord = center + coord * ((input_len / len) * atan(len * inv_output_len));
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vec2 texture_center;
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vec2 texture_to_sensor;
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vec2 sensor_to_texture;
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void initialize() {
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texture_center = myResolution * 0.5;
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texture_to_sensor = (sensor_dimensions / myResolution);
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sensor_to_texture = (myResolution / sensor_dimensions);
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}
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vec2 unfish_coord(const in vec2 coord) {
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float rectilinear_distance = length(coord);
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float rectilinear_angle = atan(rectilinear_distance / rectilinear_focal_length);
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float fisheye_distance = rectilinear_angle * fisheye_focal_length;
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return coord * (fisheye_distance / rectilinear_distance);
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}
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vec4 unfish_pixel(const in vec2 coord) {
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vec2 unfished = unfish_coord((coord - texture_center) * texture_to_sensor);
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vec2 y_coord = texture_center + unfished * sensor_to_texture;
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#ifdef debug_borders
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if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) {
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return vec4(1.0, 1.0, 1.0, 1.0);
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}
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#endif
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vec2 uv_coord = y_coord * 0.5;
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return vec4(
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texture2DRect(myTextureY, y_coord).r,
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@ -45,21 +68,18 @@ vec4 unfish(const in vec2 coord) {
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}
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void main() {
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center = myResolution * 0.5;
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diameter = length(myResolution);
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input_len = diameter / radians(input_fov);
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inv_output_len = (2.0 * tan(radians(output_fov * 0.5))) / diameter;
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initialize();
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vec2 coord = gl_TexCoord[0].xy - center;
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vec2 coord = gl_TexCoord[0].xy;
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vec4 pixel = vec4(0.0, 0.0, 0.0, 0.0);
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float x, y = substart;
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for (int column = 0; column < subsampling; column++, y += substep) {
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x = substart;
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for (int row = 0; row < subsampling; row++, x += substep) {
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pixel += unfish((coord + vec2(x, y)) * pixel_scale);
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float x, y = subsampling_start;
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for (int column = 0; column < subsampling; column++, y += subsampling_step) {
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x = subsampling_start;
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for (int row = 0; row < subsampling; row++, x += subsampling_step) {
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pixel += unfish_pixel(coord + vec2(x, y));
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}
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}
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gl_FragColor = pixel * subscale;
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gl_FragColor = pixel * subsampling_denominator;
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}
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