使用 OpenCV (C++) 显示 Kinect 流
Displaying Kinect streams using OpenCV (C++)
我正在尝试将 Kinect 的 RGB 相机(使用 SDK 版本 1.8)生成的流的每一帧导入 OpenCV (2.4.10) Mat_<Vec3b>
。这是我目前的算法,一点也不快:
Mat_<Vec3b> mat = Mat::zeros(480, 640, CV_8UC3);
NUI_IMAGE_FRAME imageFrame;
NUI_LOCKED_RECT lockedRect;
if (sensor->NuiImageStreamGetNextFrame(colorStream, 0, &imageFrame) < 0) { return; }
INuiFrameTexture* texture = imageFrame.pFrameTexture;
texture->LockRect(0, &lockedRect, NULL, 0);
if (lockedRect.Pitch != 0)
{
BYTE* upperLeftCorner = (BYTE*)lockedRect.pBits;
BYTE* pointerToTheByteBeingRead = upperLeftCorner;
for (int i = 0; i < 480; i++)
{
for (int j = 0; j < 640; j++)
{
unsigned char r = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char g = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char b = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 2; //So to skip the alpha channel
mat.at<Vec3b>(Point(j, i))[0] = r;
mat.at<Vec3b>(Point(j, i))[1] = g;
mat.at<Vec3b>(Point(j, i))[2] = b;
}
}
}
texture->UnlockRect(0);
sensor->NuiImageStreamReleaseFrame(colorStream, &imageFrame);
我检查了 the OpenCV documentation 并且我知道我应该使用指针访问来提高效率。 Mat_<Vec3b>
s 存储在内存中的方式是否与 Mat
s 相同,还是我应该做一些其他的指针运算?
此外,我了解每次更新每个像素并不是通过 Mat 实现流显示的最有效方式。我还能做什么?
终于想通了如何使用指针运算。代码不言自明:
Mat_<Vec3b> mat = Mat::zeros(480, 640, CV_8UC3);
NUI_IMAGE_FRAME imageFrame;
NUI_LOCKED_RECT lockedRect;
if (sensor->NuiImageStreamGetNextFrame(colorStream, 0, &imageFrame) < 0) { return; }
INuiFrameTexture* texture = imageFrame.pFrameTexture;
texture->LockRect(0, &lockedRect, NULL, 0);
if (lockedRect.Pitch != 0)
{
BYTE* upperLeftCorner = (BYTE*)lockedRect.pBits;
BYTE* pointerToTheByteBeingRead = upperLeftCorner;
for (int i = 0; i < 480; i++)
{
Vec3b *pointerToRow = mat.ptr<Vec3b>(i);
for (int j = 0; j < 640; j++)
{
unsigned char r = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char g = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char b = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 2; //So to skip the alpha channel
pointerToRow[j] = Vec3b(r, g, b);
}
}
}
texture->UnlockRect(0);
sensor->NuiImageStreamReleaseFrame(colorStream, &imageFrame);
我正在尝试将 Kinect 的 RGB 相机(使用 SDK 版本 1.8)生成的流的每一帧导入 OpenCV (2.4.10) Mat_<Vec3b>
。这是我目前的算法,一点也不快:
Mat_<Vec3b> mat = Mat::zeros(480, 640, CV_8UC3);
NUI_IMAGE_FRAME imageFrame;
NUI_LOCKED_RECT lockedRect;
if (sensor->NuiImageStreamGetNextFrame(colorStream, 0, &imageFrame) < 0) { return; }
INuiFrameTexture* texture = imageFrame.pFrameTexture;
texture->LockRect(0, &lockedRect, NULL, 0);
if (lockedRect.Pitch != 0)
{
BYTE* upperLeftCorner = (BYTE*)lockedRect.pBits;
BYTE* pointerToTheByteBeingRead = upperLeftCorner;
for (int i = 0; i < 480; i++)
{
for (int j = 0; j < 640; j++)
{
unsigned char r = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char g = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char b = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 2; //So to skip the alpha channel
mat.at<Vec3b>(Point(j, i))[0] = r;
mat.at<Vec3b>(Point(j, i))[1] = g;
mat.at<Vec3b>(Point(j, i))[2] = b;
}
}
}
texture->UnlockRect(0);
sensor->NuiImageStreamReleaseFrame(colorStream, &imageFrame);
我检查了 the OpenCV documentation 并且我知道我应该使用指针访问来提高效率。 Mat_<Vec3b>
s 存储在内存中的方式是否与 Mat
s 相同,还是我应该做一些其他的指针运算?
此外,我了解每次更新每个像素并不是通过 Mat 实现流显示的最有效方式。我还能做什么?
终于想通了如何使用指针运算。代码不言自明:
Mat_<Vec3b> mat = Mat::zeros(480, 640, CV_8UC3);
NUI_IMAGE_FRAME imageFrame;
NUI_LOCKED_RECT lockedRect;
if (sensor->NuiImageStreamGetNextFrame(colorStream, 0, &imageFrame) < 0) { return; }
INuiFrameTexture* texture = imageFrame.pFrameTexture;
texture->LockRect(0, &lockedRect, NULL, 0);
if (lockedRect.Pitch != 0)
{
BYTE* upperLeftCorner = (BYTE*)lockedRect.pBits;
BYTE* pointerToTheByteBeingRead = upperLeftCorner;
for (int i = 0; i < 480; i++)
{
Vec3b *pointerToRow = mat.ptr<Vec3b>(i);
for (int j = 0; j < 640; j++)
{
unsigned char r = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char g = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 1;
unsigned char b = *pointerToTheByteBeingRead;
pointerToTheByteBeingRead += 2; //So to skip the alpha channel
pointerToRow[j] = Vec3b(r, g, b);
}
}
}
texture->UnlockRect(0);
sensor->NuiImageStreamReleaseFrame(colorStream, &imageFrame);