opentl::cvprocess Namespace Reference


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!
  • number of mixtures is limited!! (

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

Variable Documentation

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\
"

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\
"


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