Classes | |
class | And |
executes And operation on 2 (binary) input textures (separate for each channel) Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More... | |
class | BackgroundFgSub |
class | BackgroundSub |
class | Bayer |
class | BayerRG2GRAY |
GPU based debayering. Derived class from GpuStdShaders. Bi-linear debayering with edge sensitivity based on paper "fast demosaic by frequency replacement" Output format is a single channel grayscale texture. More... | |
class | BayerRG2RGB |
GPU based debayering. Derived class from GpuStdShaders. Bi-linear debayering with edge sensitivity based on paper "fast demosaic by frequency replacement" Output format is RGB texture. More... | |
class | BGR2GRAY |
BGR to Grayscale conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | BGR2HSV |
BGR to HSV conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | Classify |
selects the highest value of e.g. segmented textures texture1 --> likelihood class 1 texture2 --> likelihood class 2 Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More... | |
class | ColorGMM |
Color segmentation filter using Gaussian Mixture Modells. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | ColorGMM2 |
Color segmentation filter using Gaussian Mixture Modells. usable for 2 dimensional color mixtures (e.g. H and S channel only) NOTES: -GMM values are for color ranges between 0 and 255!
maximum number of gmms (classes) is limited!! ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | ColorHistShader |
This is a shader example for computing the color histogram of an image, inside a specific ROI, and under a specific binary mask (shadow). More... | |
class | ColorHistSum |
This is a shader example for computing a histogram out of partial histogram (by simply summing them, bin per bin) NOTE: Derived class from GpuStdShaders. More... | |
class | ColourDetector |
class | ColourHist2D |
class | CV |
class | CvtColour |
class | DebugUInt2Float |
Shader for debugging: allows to convert an unsigned int texture to float OR display the texture on the screen. Derived class from GpuStdShaders. ATTENTION: This TEMPLATE filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! -> pay attention what kind of texture sampler type is used in the shader code. More... | |
class | DisparityMapGPU |
Class for computing the disparity map of two stereo images. More... | |
class | EdgeMap |
class | FaceDetect |
class | FASTFeatureDetector |
This class computed the "Features from Accelerated Segment test" corners detectN: N is the number of pixels on the circle, which have to have the same pixel value as the center : grayscale image. More... | |
class | FisherColor |
class | FlipV |
Flip texture vertically. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | GlFbo |
class | GlShaderMgr |
Class for managing GPU shader code (GLSL). Uses singleton pattern to avoid duplicate allocation of program and shader code objectModels. More... | |
class | GpuStdShaders |
Abstract base class for standard shader operations on the GPU. Add actual standard shader implementations by deriving this class. See 0_Template.h as an example. More... | |
class | GRAY2Sobel |
GRAY2Sobel filter. Applies a horizontal and vertical Sobel filter to a grayscale texture. Resulting texture channel values: .r = hEdge , .g = vEdge, b = norm(sobelHV) The resulting texture must support signed values and have double number of bits per channel. More... | |
class | Grayscale |
Color to Grayscale filter. Derived class from GpuStdShaders. ATTENTION: This TEMPLATE filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! -> pay attention what kind of texture sampler type is used in the shader code. More... | |
class | Laplacian |
Laplacian filter. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | Moments |
class | MotionSegment |
class | NonMaxSupression |
Non maximum supression filter. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | Not |
executes Not operation on 2 (binary) input textures (separate for each channel) Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More... | |
class | OpticalFlow |
class | Or |
executes Or operation on 2 (binary) input textures (separate for each channel) Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More... | |
class | OrientedDT |
Class for computing the oriented distance transform. More... | |
class | PixelCount |
Computes the sum of all white(value == 255) pixels Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | RGB2GRAY |
RGB to Grayscale conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | RGB2HSV |
RGB to HSV conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More... | |
class | Subtract |
executes Subtract operation on 2 input textures Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More... | |
class | SurfFeatures |
class | Xor |
executes Xor operation on 2 input textures --> subtracts 2 textures and sets the pixel to ZERO if negative Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More... | |
Variables | |
string | psSAD |
string | psStereoOnePass |
string | psSUM [] |
string | psTex0 |
string opentl::cvprocess::psSAD |
Initial value:
"!!ARBfp1.0\n\ # SAD computation:\n\ # outColor = SAD(inLeft, inRight);\n\ \n\ # Fragment inputs\n\ ATTRIB inTexCoord1 = fragment.texcoord[0]; # First set of texture coordinates\n\ ATTRIB inTexCoord2 = fragment.texcoord[1]; # Second set of texture coordinates\n\ ATTRIB inColor = fragment.color.primary; # Diffuse interpolated color\n\ \n\ # Fragment outputs\n\ OUTPUT outColor = result.color;\n\ \n\ \n\ # Constant\n\ PARAM sum = {1, 1, 1, 1};\n\ TEMP texelColor1;\n\ TEMP texelColor2;\n\ TEMP diff;\n\ TEMP sad;\n\ TXP texelColor1, inTexCoord1, texture[0], 2D;\n\ TXP texelColor2, inTexCoord2, texture[1], 2D; \n\ #MUL outColor, texelColor, inColor; # Modulate texel color with vertex color\n\ #ADD outColor, texelColor1, texelColor2; # Add texel color to vertex color\n\ SUB diff, texelColor1, texelColor2;\n\ ABS diff, diff;\n\ DP3 outColor, diff, sum;\n\ \n\ END\n\ "
Initial value:
"!!ARBfp1.0 \n\ # Fragment inputs \n\ ATTRIB inTexCoord1 = fragment.texcoord[0]; # First set of texture coordinates \n\ ATTRIB inTexCoord2 = fragment.texcoord[1]; # Second set of texture coordinates \n\ ATTRIB inColor = fragment.color.primary; # Diffuse interpolated color \n\ # Fragment outputs \n\ OUTPUT outColor = result.color; \n\ OUTPUT outDepth = result.depth; \n\ # Constant \n\ PARAM sum = {1, 1, 1, 1};\n\ TEMP texelColor1;\n\ TEMP texelColor2;\n\ TEMP diff;\n\ TEMP sad;\n\ TXP texelColor1, inTexCoord1, texture[0], 2D; \n\ TXP texelColor2, inTexCoord2, texture[1], 2D; \n\ #TEX texelColor1, inTexCoord1, texture[0], 2D; \n\ #TEX texelColor2, inTexCoord2, texture[1], 2D; \n\ #MUL outColor, texelColor, inColor; # Modulate texel color with vertex color \n\ ADD outColor, texelColor1, texelColor2; # Add texel color to vertex color \n\ SUB diff, texelColor1, texelColor2;\n\ ABS diff, diff;\n\ DP3 outDepth, diff, sum;\n\ MOV outColor.rgb, inColor;\n\ #MOV outDepth, sad;\n\ #MOV outColor, texelColor2;\n\ END\n\ "
string opentl::cvprocess::psSUM[] |
string opentl::cvprocess::psTex0 |
Initial value:
"!!ARBfp1.0\n\ # just copy the color from texture unit 0;\n\ # Fragment inputs\n\ ATTRIB inTexCoord1 = fragment.texcoord[0]; # First set of texture coordinates\n\ \n\ # Fragment outputs\n\ OUTPUT outColor = result.color;\n\ \n\ # Constant\n\ TEMP texelColor1;\n\ \n\ TEX texelColor1, inTexCoord1, texture[0], 2D;\n\ MOV outColor, texelColor1;\n\ \n\ END\n\ "