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This repository has been archived by the owner on Feb 1, 2022. It is now read-only.
Per discussion in #130, this proposal suggests creating a specific DepthImage type where DepthImage.data creates a default Uint16ClampedArray view. In contrast to the ED 6.7, ImageData.data will not have an overloaded meaning (color vs depth) with the depth extension and equally (and more intuitively) access 16-bit dexels without further reconstruction (due to packing of D16 with RG88 for video+canvas sink). Implementation wise, the DepthImage object exposes a "view" of the internal ImageData.
Alternatively, the ImageData object could be modified (or extended) but this approach frees us from handling depth-specific design issues with the canvas authors.
Short update on implementation in Chromium:
The idea is to use WebGL with extended precision formats; float (WebGL1+) or unsigned short (WebGL2): https://crbug.com/624436#c43
If needed to get the data from texture, the test here contains the code: https://codereview.chromium.org/2476693002/patch/100001/110005
In short, upload the video to texture and then bind that texture to named framebuffer and read back to Float32Array/uint16 using readPixels. This has it's constraints but it is possible to optimize access to mapped texture buffer as there is no draw while the framebuffer was bound.
I'll start work on this. The plan is to remove approach reconstructing 16-bit value from low byte R and high byte G and define R16UI and Float WebGL approach with example.
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Per discussion in #130, this proposal suggests creating a specific
DepthImage
type whereDepthImage.data
creates a defaultUint16ClampedArray
view. In contrast to the ED 6.7,ImageData.data
will not have an overloaded meaning (color vs depth) with the depth extension and equally (and more intuitively) access 16-bit dexels without further reconstruction (due to packing of D16 with RG88 forvideo+canvas
sink). Implementation wise, theDepthImage
object exposes a "view" of the internalImageData
.Alternatively, the
ImageData
object could be modified (or extended) but this approach frees us from handling depth-specific design issues with the canvas authors.https://msdn.microsoft.com/en-us/library/windowspreview.kinect.depthframe.aspx
https://bugs.chromium.org/p/chromium/issues/detail?id=624436
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