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main
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| 89352198d4 |
28
README.md
28
README.md
@ -2,12 +2,24 @@
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Shaders for Avidemux with OpenGL support
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Shaders for Avidemux with OpenGL support
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## GoPro fisheye removal
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## GoPro fisheye removal v2.0
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### gopro_8:7 - Fisheye removal for GoPro 11+, 8:7 ratio, 4K, HyperSmooth off
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### gopro_8:7 - Fisheye removal for GoPro 11+, 8:7 ratio, 4K, HyperSmooth off
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#### What's new
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- New method based on sensor size and focal length
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- Accurate frame widening
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- Fisheye aware subsampling
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- Rec.709 colorspace conversion
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#### Content
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- avidemux.patch
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Optional patch to use GL_NEAREST instead of GL_LINEAR for the luminance channel (the shader is implementing bilinear interpolation with colorspace conversion).
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- unfish_gopro_8:7.py
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- unfish_gopro_8:7.py
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Script to compute the parameters
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Script to compute the parameters
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@ -15,9 +27,9 @@ Script to compute the parameters
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Shader for fisheye removal
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Shader for fisheye removal
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- preset_gopro_8:7.py
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- preset_gopro_8:7.py
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Preset for mp4, 4K, high quality
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Preset for mp4, 4K, high quality compression
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### Installation for BSD/GNU-Linux systems:
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#### Installation for BSD/GNU-Linux systems:
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- Copy the preset into ~/.avidemux6/custom or ~/.local/share/avidemux6/custom
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- Copy the preset into ~/.avidemux6/custom or ~/.local/share/avidemux6/custom
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- Copy the shader into /opt/rk/avidemux (or edit the preset to set the path)
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- Copy the shader into /opt/rk/avidemux (or edit the preset to set the path)
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@ -26,9 +38,15 @@ Or just run the script install_gopro_8:7.sh
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_For commercial OS's, figure out the paths yourself, then edit the preset to fix the path to the .glsl file_
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_For commercial OS's, figure out the paths yourself, then edit the preset to fix the path to the .glsl file_
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### Usage:
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#### Usage:
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- Load and edit video(s)
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- Load and edit video(s)
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- Select "Custom/preset_gopro_8:7" in the menu
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- Select "Custom/preset_gopro_8:7" in the menu
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- Modify and/or add filters
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- Modify and/or add filters
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- Save the video
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- Save the video
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#### Shader options
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- #define color_conversion: comment out to disable gamma correction for the luminance channel
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- #define texture_filtering: comment out to disable custom bilinear filtering for the luminance channel
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- #define rotate_180: uncomment to rotate the image by 180 degrees
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28
gopro_8:7/avidemux.patch
Normal file
28
gopro_8:7/avidemux.patch
Normal file
@ -0,0 +1,28 @@
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From 42e283d8b7c5d950ff81cff788398665410bcd6b Mon Sep 17 00:00:00 2001
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Message-Id: <42e283d8b7c5d950ff81cff788398665410bcd6b.1759271917.git.roz@rozk.net>
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From: Roz K <roz@rozk.net>
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Date: Wed, 1 Oct 2025 00:38:19 +0200
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Subject: [PATCH] OpenGL: use nearest interpolation filter for Y texture
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---
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avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp | 4 ++--
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1 file changed, 2 insertions(+), 2 deletions(-)
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diff --git a/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp b/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
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index ea389a1e6..b97a2034f 100644
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--- a/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
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+++ b/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
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@@ -236,8 +236,8 @@ void ADM_coreQtGl::uploadAllPlanes(ADMImage *image)
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, texName[xplane]); // Use tex engine "texNum"
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, plane == PLANAR_Y ? GL_NEAREST : GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, plane == PLANAR_Y ? GL_NEAREST : GL_LINEAR);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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int pitch = (nbComponents == 1)? image->GetPitch(plane) : ALIGNX(image->GetWidth(plane),16); // ???
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--
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2.39.5
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@ -1,6 +1,20 @@
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#PY <- Needed to identify #
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#PY <- Needed to identify #
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# RozK
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# Custom preset for GoPro, 8:7 ratio, without hypersmooth, output widened scaled to 4K (2160p), high bitrate
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# Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
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# Copyright (C) 2025 Roz K <roz@rozk.net>
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as
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# published by the Free Software Foundation, either version 3 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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adm = Avidemux()
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adm = Avidemux()
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adm.videoCodec(
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adm.videoCodec(
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@ -88,12 +102,19 @@ adm.videoCodec(
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adm.addVideoFilter(
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adm.addVideoFilter(
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"shaderLoader", "shaderFile=/opt/rk/avidemux/unfish_gopro_8:7.glsl")
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"shaderLoader", "shaderFile=/opt/rk/avidemux/unfish_gopro_8:7.glsl")
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adm.addVideoFilter(
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adm.addVideoFilter(
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"swscale", "width=2792", "height=2160", "algo=2", "sourceAR=0", "targetAR=0", "lockAR=False", "roundup=0")
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"swscale",
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"width=2468",
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"height=2160",
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"algo=2",
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"sourceAR=0",
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"targetAR=0",
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"lockAR=False",
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"roundup=0")
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adm.audioClearTracks()
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adm.audioClearTracks()
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if adm.audioTotalTracksCount() <= 0:
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if adm.audioTotalTracksCount() <= 0:
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raise("Cannot add audio track 0, total tracks: " + str(adm.audioTotalTracksCount()))
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raise("Cannot add audio track 0, total tracks: " + str(adm.audioTotalTracksCount()))
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adm.audioAddTrack(0)
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adm.audioAddTrack(0)
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adm.audioCodec(0, "LavAAC", "bitrate=128")
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adm.audioCodec(0, "LavAAC", "bitrate=192")
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adm.audioSetDrc2(0, 1, 1, 0.001, 0.2, 1, 2, -12)
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adm.audioSetDrc2(0, 1, 1, 0.001, 0.2, 1, 2, -12)
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adm.audioSetEq(0, 0, 0, 0, 0, 880, 5000)
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adm.audioSetEq(0, 0, 0, 0, 0, 880, 5000)
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adm.audioSetChannelGains(0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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adm.audioSetChannelGains(0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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@ -1,6 +1,7 @@
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#version 130
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#version 130
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// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
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// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
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// Copyright (C) 2025 Jean-Baptiste Berlioz
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// Copyright (C) 2025 Roz K <roz@rozk.net>
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//
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//
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// This program is free software: you can redistribute it and/or modify
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// it under the terms of the GNU Affero General Public License as
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@ -17,14 +18,16 @@
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#extension GL_ARB_texture_rectangle: enable
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#extension GL_ARB_texture_rectangle: enable
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#define non_linear_decoding
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#define color_conversion
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#define rotate_180
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#define texture_filtering
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//#define rotate_180
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//#define debug_borders
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//#define debug_borders
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#undef highp // defined by Qt-OpenGl
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#undef highp // defined by Qt-OpenGl
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precision highp float;
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precision highp float;
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// uniforms
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// uniforms
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uniform sampler2DRect myTextureY;
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uniform sampler2DRect myTextureY;
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uniform sampler2DRect myTextureU;
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uniform sampler2DRect myTextureU;
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uniform sampler2DRect myTextureV;
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uniform sampler2DRect myTextureV;
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@ -32,84 +35,127 @@ uniform vec2 myResolution;
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uniform float pts;
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uniform float pts;
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// parameters
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// parameters
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const vec2 sensor_size = vec2(5.949440, 5.205760);
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const vec2 sensor_size = vec2(5.949440, 5.205760);
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const float equidistant_focal_length = 2.970000;
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const float equidistant_focal_length = 2.920000;
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const float rectilinear_focal_length = 2.167601;
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const float rectilinear_focal_length = 2.102263;
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// constants
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// constants
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const int subsampling = 4;
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const int subsampling = 8;
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const vec2 subsampling_step = vec2(1.0 / float(subsampling));
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const vec2 subsampling_step = vec2(1.0 / float(subsampling));
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const vec2 subsampling_start = subsampling_step * 0.5 - vec2(0.5);
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const vec2 subsampling_start = subsampling_step * 0.5 - vec2(0.5);
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const float subsampling_scale = 1.0 / float(subsampling * subsampling);
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const float subsampling_scale = 1.0 / float(subsampling * subsampling);
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// variables
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// reprojection
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vec2 texture_center;
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vec2 texture_center;
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vec2 texture_to_sensor;
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vec2 texture_to_sensor;
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vec2 sensor_to_texture;
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vec2 sensor_to_texture;
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void initialize() {
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void initialize() {
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texture_center = myResolution * 0.5;
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texture_center = myResolution * 0.5;
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texture_to_sensor = sensor_size / myResolution;
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texture_to_sensor = (sensor_size / myResolution);
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#ifdef rotate_180
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#ifdef rotate_180
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texture_to_sensor *= -1.0;
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texture_to_sensor *= -1.0;
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#endif
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#endif
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sensor_to_texture = myResolution / sensor_size;
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sensor_to_texture = myResolution / sensor_size;
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}
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}
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vec2 equidistant_to_rectilinear(const in vec2 coord) {
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vec2 equidistant_to_rectilinear(const in vec2 equidistant) {
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float rectilinear_radius = length(coord);
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float rectilinear_radius = length(equidistant);
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float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length);
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float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length);
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float equidistant_radius = rectilinear_angle * equidistant_focal_length;
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float equidistant_radius = rectilinear_angle * equidistant_focal_length;
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return coord * (equidistant_radius / rectilinear_radius);
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return equidistant * (equidistant_radius / (rectilinear_radius > 0.0 ? rectilinear_radius : 1.0));
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}
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}
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vec3 sample_texture(const in vec2 coord) {
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// color space (https://en.wikipedia.org/wiki/Rec._709)
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vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor);
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vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
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#ifdef color_conversion
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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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const float luminance_min = 16.0 / 255.0;
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return vec3(1.0);
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const float luminance_max = 235.0 / 255.0;
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}
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const float luminance_range = luminance_max - luminance_min;
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#endif
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vec2 uv_coord = y_coord * 0.5;
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float decode_luminance(const in float x) {
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return vec3(
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float y = (x - luminance_min) / luminance_range;
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texture2DRect(myTextureY, y_coord).x,
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return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45);
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texture2DRect(myTextureU, uv_coord).x,
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texture2DRect(myTextureV, uv_coord).x);
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}
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}
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#ifdef non_linear_decoding
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float encode_luminance(const in float l) {
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float x = (l < 0.018) ? (l * 4.5) : (pow(l, 0.45) * 1.099 - 0.099);
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// https://en.wikipedia.org/wiki/Rec._709
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return x * luminance_range + luminance_min;
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#define y_min ( 16.0 / 255.0)
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#define y_max (235.0 / 255.0)
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#define uv_min ( 16.0 / 255.0)
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#define uv_max (240.0 / 255.0)
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#define y_range (y_max - y_min)
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#define uv_range (uv_max - uv_min)
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const vec3 yuv_min = vec3(y_min, uv_min, uv_min);
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const vec3 yuv_range = vec3(y_range, uv_range, uv_range);
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const vec3 yuv_center = vec3(0.0, 0.5, 0.5);
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vec3 decode_pixel(const in vec3 pixel) {
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vec3 color = (pixel - yuv_min) / yuv_range - yuv_center;
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float l = (color.x < 0.081) ? (color.x / 4.5) : pow((color.x + 0.099) / 1.099, 1.0 / 0.45);
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return vec3(l, color.yz);
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}
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}
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vec3 encode_pixel(const in vec3 color) {
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vec3 decode_ycbcr(const in vec3 pixel) {
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float y = (color.x < 0.018) ? (color.x * 4.5) : (pow(color.x, 0.45) * 1.099 - 0.099);
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return vec3(decode_luminance(pixel.x), pixel.yz);
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return (vec3(y, color.yz) + yuv_center) * yuv_range + yuv_min;
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}
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vec3 encode_ycbcr(const in vec3 color) {
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return vec3(encode_luminance(color.x), color.yz);
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}
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}
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#else
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#else
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#define decode_pixel(_color) _color
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#define decode_luminance(_x) (_x)
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#define encode_pixel(_color) _color
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#define encode_luminance(_l) (_l)
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#define decode_ycbcr(_pixel) (_pixel)
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#define encode_ycbcr(_color) (_color)
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#endif // non_linear_decoding
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#endif
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// texture filtering
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#ifdef texture_filtering
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const vec2 half_pixel = vec2(0.5);
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const vec2 corner_a = vec2(0.0, 0.0) + half_pixel;
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const vec2 corner_b = vec2(1.0, 0.0) + half_pixel;
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const vec2 corner_c = vec2(0.0, 1.0) + half_pixel;
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const vec2 corner_d = vec2(1.0, 1.0) + half_pixel;
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vec3 texture_filter(const in vec2 y_coord) {
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vec2 i, f = modf(y_coord - half_pixel, i);
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float luminance = mix(
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mix(
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decode_luminance(texture2DRect(myTextureY, i + corner_a).x),
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decode_luminance(texture2DRect(myTextureY, i + corner_b).x),
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f.x),
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mix(
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decode_luminance(texture2DRect(myTextureY, i + corner_c).x),
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decode_luminance(texture2DRect(myTextureY, i + corner_d).x),
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f.x),
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f.y);
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vec2 uv_coord = y_coord * 0.5;
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return vec3(luminance, texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureV, uv_coord).x);
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}
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#else
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vec3 texture_filter(const in vec2 y_coord) {
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vec2 uv_coord = y_coord * 0.5;
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return decode_ycbcr(vec3(
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texture2DRect(myTextureY, y_coord).x,
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texture2DRect(myTextureU, uv_coord).x,
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texture2DRect(myTextureV, uv_coord).x));
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}
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#endif
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vec3 texture_sample(const in vec2 equidistant) {
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vec2 rectilinear = texture_center + sensor_to_texture *
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equidistant_to_rectilinear((equidistant - texture_center) * texture_to_sensor);
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#ifdef debug_borders
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||||||
|
if (rectilinear.x < 0.0 || rectilinear.y < 0.0 ||
|
||||||
|
rectilinear.x > myResolution.x || rectilinear.y > myResolution.y) {
|
||||||
|
return vec3(235.0 / 255.0, 240.0 / 255.0, 240.0 / 255.0);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
return texture_filter(rectilinear);
|
||||||
|
}
|
||||||
|
|
||||||
|
// main
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
initialize();
|
initialize();
|
||||||
@ -118,8 +164,8 @@ void main() {
|
|||||||
for (int y = 0; y < subsampling; y++) {
|
for (int y = 0; y < subsampling; y++) {
|
||||||
for (int x = 0; x < subsampling; x++) {
|
for (int x = 0; x < subsampling; x++) {
|
||||||
vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
|
vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
|
||||||
color += decode_pixel(sample_texture(coord + offset));
|
color += texture_sample(coord + offset);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(encode_pixel(color * subsampling_scale), 1.0);
|
gl_FragColor = vec4(encode_ycbcr(color * subsampling_scale), 1.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,5 +1,5 @@
|
|||||||
# Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
|
# Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
|
||||||
# Copyright (C) 2025 Jean-Baptiste Berlioz
|
# Copyright (C) 2025 Roz K <roz@rozk.net>
|
||||||
#
|
#
|
||||||
# This program is free software: you can redistribute it and/or modify
|
# This program is free software: you can redistribute it and/or modify
|
||||||
# it under the terms of the GNU Affero General Public License as
|
# it under the terms of the GNU Affero General Public License as
|
||||||
@ -27,6 +27,9 @@ sensor_pixel_size = 1.12 * 0.001 # mm
|
|||||||
gopro_array_horizontal = 5312 # p
|
gopro_array_horizontal = 5312 # p
|
||||||
gopro_array_vertical = 4648 # p
|
gopro_array_vertical = 4648 # p
|
||||||
|
|
||||||
|
gopro_texture_horizontal = 3840 # p
|
||||||
|
gopro_texture_vertical = 3360 # p
|
||||||
|
|
||||||
gopro_size_horizontal = gopro_array_horizontal * sensor_pixel_size
|
gopro_size_horizontal = gopro_array_horizontal * sensor_pixel_size
|
||||||
gopro_size_vertical = gopro_array_vertical * sensor_pixel_size
|
gopro_size_vertical = gopro_array_vertical * sensor_pixel_size
|
||||||
gopro_size_diagonal = math.hypot(gopro_size_horizontal, gopro_size_vertical)
|
gopro_size_diagonal = math.hypot(gopro_size_horizontal, gopro_size_vertical)
|
||||||
@ -38,7 +41,7 @@ print("gopro size : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (mm)
|
|||||||
|
|
||||||
# https://thinglabs.io/gopro-focal-length-guide
|
# https://thinglabs.io/gopro-focal-length-guide
|
||||||
|
|
||||||
gopro_focal_length = 2.97 # mm
|
gopro_focal_length = 2.92
|
||||||
|
|
||||||
gopro_radius_horizontal = gopro_size_horizontal * 0.5
|
gopro_radius_horizontal = gopro_size_horizontal * 0.5
|
||||||
gopro_radius_vertical = gopro_size_vertical * 0.5
|
gopro_radius_vertical = gopro_size_vertical * 0.5
|
||||||
@ -57,7 +60,7 @@ print("gopro fov : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (deg
|
|||||||
gopro_fov_vertical,
|
gopro_fov_vertical,
|
||||||
gopro_fov_diagonal))
|
gopro_fov_diagonal))
|
||||||
|
|
||||||
print("\n--- rectilinear re-projection, preserving vertical fov ---\n")
|
print("\n--- rectilinear re-projection ---\n")
|
||||||
|
|
||||||
rectilinear_focal_length = lambda radius: radius * math.tan(math.radians(90.0 - equidistant_angle(radius)))
|
rectilinear_focal_length = lambda radius: radius * math.tan(math.radians(90.0 - equidistant_angle(radius)))
|
||||||
|
|
||||||
@ -70,21 +73,21 @@ print("linear focal: horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (mm)
|
|||||||
rectilinear_focal_length_vertical,
|
rectilinear_focal_length_vertical,
|
||||||
rectilinear_focal_length_diagonal))
|
rectilinear_focal_length_diagonal))
|
||||||
|
|
||||||
rectilinear_radius = lambda angle, focal_length: focal_length * math.tan(math.radians(angle))
|
rectilinear_radius = lambda angle: rectilinear_focal_length_vertical * math.tan(math.radians(angle))
|
||||||
rectilinear_angle = lambda radius, focal_length: math.degrees(math.atan(radius / focal_length))
|
rectilinear_angle = lambda radius: math.degrees(math.atan(radius / rectilinear_focal_length_vertical))
|
||||||
|
|
||||||
preserved_fov_horizontal = 2.0 * rectilinear_angle(gopro_radius_horizontal, rectilinear_focal_length_vertical)
|
rectilinear_fov_horizontal = 2.0 * rectilinear_angle(gopro_radius_horizontal)
|
||||||
preserved_fov_vertical = 2.0 * rectilinear_angle(gopro_radius_vertical, rectilinear_focal_length_vertical)
|
rectilinear_fov_vertical = 2.0 * rectilinear_angle(gopro_radius_vertical)
|
||||||
preserved_fov_diagonal = 2.0 * rectilinear_angle(gopro_radius_diagonal, rectilinear_focal_length_vertical)
|
rectilinear_fov_diagonal = 2.0 * rectilinear_angle(gopro_radius_diagonal)
|
||||||
|
|
||||||
print("linear fov : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (deg)" % (
|
print("linear fov : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (deg)" % (
|
||||||
preserved_fov_horizontal,
|
rectilinear_fov_horizontal,
|
||||||
preserved_fov_vertical,
|
rectilinear_fov_vertical,
|
||||||
preserved_fov_diagonal))
|
rectilinear_fov_diagonal))
|
||||||
|
|
||||||
print("\n--- shader parameters ---\n")
|
print("\n--- shader parameters ---\n")
|
||||||
|
|
||||||
print("""// parameters
|
print("""// parameters\n
|
||||||
const vec2 sensor_size = vec2(%.6f, %.6f);
|
const vec2 sensor_size = vec2(%.6f, %.6f);
|
||||||
const float equidistant_focal_length = %.6f;
|
const float equidistant_focal_length = %.6f;
|
||||||
const float rectilinear_focal_length = %.6f;""" % (
|
const float rectilinear_focal_length = %.6f;""" % (
|
||||||
@ -93,13 +96,13 @@ const float rectilinear_focal_length = %.6f;""" % (
|
|||||||
rectilinear_focal_length_vertical)
|
rectilinear_focal_length_vertical)
|
||||||
)
|
)
|
||||||
|
|
||||||
print("\n--- filter parameters 4K ---\n")
|
print("\n--- output size ---\n")
|
||||||
|
|
||||||
width_scale = rectilinear_focal_length_vertical / rectilinear_focal_length_horizontal
|
|
||||||
|
|
||||||
output_height = 2160
|
|
||||||
output_width = int(round((output_height / 7.0) * 8.0 * width_scale))
|
|
||||||
|
|
||||||
|
def print_output_array(array_vertical):
|
||||||
|
array_horizontal = (array_vertical / gopro_array_vertical) * gopro_array_horizontal
|
||||||
print("resize: width = %d, height = %d" % (
|
print("resize: width = %d, height = %d" % (
|
||||||
output_width,
|
round(array_horizontal / 4.0) * 4,
|
||||||
output_height))
|
array_vertical))
|
||||||
|
|
||||||
|
print_output_array(2160)
|
||||||
|
print_output_array(1080)
|
||||||
|
|||||||
Reference in New Issue
Block a user