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new method based on sensor dimensions and focal length

This commit is contained in:
2025-09-17 05:58:41 +02:00
parent 1bbe6653d2
commit e6c417f0f6
2 changed files with 133 additions and 27 deletions

View File

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