![]() ![]() In the broad sense, the actual encoding of the image is just moving some bits around in the end, so the hardware guys don’t get real excited about that, they’re just happy to get the bits out in the first place. Typically imaging is easy when there is a bunch of light about, a lot of tradeoffs get made as things get darker to minimize the noise in the image or deal with moire effects on small, high resolution imagers. That’s where you can imagine subsampling and luminance ‘cheats’ for better overall image quality or low light performance. When you have a stream of 4K video running 60fps, the requirements are obviously a lot different than So there are all sorts of tradeoffs the engineers make (especially on inexpensive cameras) to get the best image/performance possible at a given price point. You’ll see that in DSLR types of cameras all the time where devices with fewer actual pixels have significantly better picture quality because larger sensor elements can gather more light.Īnother thing to take into account is how fast the images have to be acquired. But the size of the actual light sensing elements decreased. As the marketing race to more megapixels started to heat up, the more pixel elements there were per die. I’m sure you’re familiar with the idea of a small imager vs large imager, the physical size of the light sensing device itself. It’s a whole discipline in and of itself. Or there’s a limitation on the actual bandwidth itself, like a USB 2.0 interface. A JPEG format may be used because it’s cheaper to put an encoder on board than to have a fatter pipe to transfer the bits. ![]() Yes, there are a lot of factors in determining the best color space, a lot of them are related to the physical constraints of the imager and bandwidth restrictions. Therefore, by using a high-NA objective lens equipped with a femtosecond and/or picosecond laser pulse, high-resolution (<100 nm) structures can be achieved 55. The ‘Research’ is for implementing CUDA code for image/video processing and possible solutions to vision processing, exploration or novel tasks. I believe that the intent by antmicro is to deliver a hardware platform for building vision enabled embedded systems and applications (which is the Development part of R&D). In most cases, the type of imager inside the camera makes data packing simpler in a given format, so that’s what manufacturers tend to deliver ‘natively’. The format gives you the map for dealing with the image. It’s the same image basically, but just stored in a particular way. It’s similar to photo images that are in a compressed format like JPEG or PNG. ![]() The main idea is that you have an image, and the image is in a given format whether it is YUV, RGB, Bayer and so on. You’ll probably hear about Bayer and RGB in a similar context, and conversion between the different formats in terms like “Bayer conversion to YUV 4:2:0”. There are a wide variety of formats that cameras/imagers deliver, YUV (sometimes called YCrCb) simply defines the structure of the digital data being delivered. I might be able to try it later this week but I hope someone succeeds and posts an example before I do.YUV in this context means the format of the digital stream being delivered by the camera. To stretch the map over a different range of longitudes, or change latitude, it's more complex but I think it should be possible. For example, if you only wanted to shift the longitude of the map you could use a Rotate Y function node and then subtract the input from the output to get the difference (displacement), and plug that into the Vector Displacement Shader. You'd use a Get Position in Texture node, do some maths, and subtract the original position from the output of your maths to get a displacement vector. within your tile), the Vector Displacement Shader needs to produce a 3D vector which is the difference between the 3D point on the planet (within your tile) and the desired point in the whole spherical map (again in 3D) which the image map thinks it's using when you use the spherical projection mode. For each point on the planet that you want to render (e.g. Transforming texture space in arbitrary ways can be done with a Warp Input Shader, a Vector Displacement Shader and some function nodes to do the necessary maths. It's easier if the planet's centre is at 0,0,0. The general idea is to treat this as a transform of the texture space, where the texture space is in 3D coordinates. I will describe the idea here in the hopes that you, or some of the node wizards here, can have a crack at it. I have not tried this yet, otherwise I would give you an example project. It is theoretically possible to do this but it involves some maths which need to be done with function nodes.
0 Comments
Leave a Reply. |