在开始之前,如果我要问的是被视为超级新手问题,我想道歉。
所以我正在尝试使用actionscript3创建一个简单的AR场景的Lee Brimelow教程。 (http://blog.theflashblog.com/?p=901) 考虑到我之前从未使用Adobe Flex Builder创建过某些东西,因此效果非常好。 (我在看到这些教程后立即安装了Flex Builder)
这是源代码
package {
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.media.Camera;
import flash.media.Video;
import flash.utils.ByteArray;
import org.libspark.flartoolkit.core.FLARCode;
import org.libspark.flartoolkit.core.param.FLARParam;
import org.libspark.flartoolkit.core.raster.rgb.FLARRgbRaster_BitmapData;
import org.libspark.flartoolkit.core.transmat.FLARTransMatResult;
import org.libspark.flartoolkit.detector.FLARSingleMarkerDetector;
import org.libspark.flartoolkit.support.pv3d.FLARBaseNode;
import org.libspark.flartoolkit.support.pv3d.FLARCamera3D;
import org.papervision3d.lights.PointLight3D;
import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.primitives.Cube;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.view.Viewport3D;
[SWF(width="640", height="480", frameRate="30", backgroundColor="#FFFFFF")]
public class FLARdemo extends Sprite
{
[Embed(source="pat1.pat", mimeType="application/octet-stream")]
private var pattern:Class;
[Embed(source="camera_para.dat", mimeType="application/octet-stream")]
private var params:Class;
private var fparams:FLARParam;
private var mpattern:FLARCode;
private var vid:Video;
private var cam:Camera;
private var bmd:BitmapData;
private var raster:FLARRgbRaster_BitmapData;
private var detector:FLARSingleMarkerDetector;
private var scene:Scene3D;
private var camera:FLARCamera3D;
private var container:FLARBaseNode;
private var vp:Viewport3D;
private var bre:BasicRenderEngine;
private var trans:FLARTransMatResult;
public function FLARdemo()
{
setupFLAR();
setupCamera();
setupBitmap();
setupPV3D();
addEventListener(Event.ENTER_FRAME, loop);
}
private function setupFLAR():void
{
fparams = new FLARParam();
fparams.loadARParam(new params() as ByteArray);
mpattern = new FLARCode(16, 16);
mpattern.loadARPatt(new pattern());
}
private function setupCamera():void
{
vid = new Video(640, 480);
cam = Camera.getCamera();
cam.setMode(640, 480, 30);
vid.attachCamera(cam);
addChild(vid);
}
private function setupBitmap():void
{
bmd = new BitmapData(640, 480);
bmd.draw(vid);
raster = new FLARRgbRaster_BitmapData(bmd);
detector = new FLARSingleMarkerDetector(fparams, mpattern, 80);
}
private function setupPV3D():void
{
scene = new Scene3D();
camera = new FLARCamera3D(fparams);
container = new FLARBaseNode();
scene.addChild(container);
var pl:PointLight3D = new PointLight3D();
pl.x = 1000;
pl.y = 1000;
pl.z = -1000;
var ml:MaterialsList = new MaterialsList({all: new FlatShadeMaterial(pl)});
var Cube1:Cube = new Cube(ml, 30, 30, 30);
var Cube2:Cube = new Cube(ml, 30, 30, 30);
Cube2.z = 50
var Cube3:Cube = new Cube(ml, 30, 30, 30);
Cube3.z = 100
container.addChild(Cube1);
container.addChild(Cube2);
container.addChild(Cube3);
bre = new BasicRenderEngine();
trans = new FLARTransMatResult();
vp = new Viewport3D;
addChild(vp);
}
private function loop(e:Event):void
{
bmd.draw(vid);
try
{
if(detector.detectMarkerLite(raster, 80) && detector.getConfidence() > 0.5)
{
detector.getTransformMatrix(trans);
container.setTransformMatrix(trans);
bre.renderScene(scene, camera, vp);
}
}
catch(e:Error){}
}
}
}
我要问的是: 我们可以在最终的视频输出中添加一些噪音吗?我试图通过分别添加噪音来找出PSNR。 我可以在噪音和视频之间进行一些卷积吗?
哦,顺便说一句,我正在为大学的任务做这件事。我的教授希望我解释一下FlarToolKit的工作原理。 (详见Matrix Projections,通过迭代方法获取错误等)谢谢。 Prama
答案 0 :(得分:1)
动态创建细粒度噪声在计算上非常昂贵,因此我会生成低分辨率噪声并进行扩展。在项目中,只需在addEventListener调用之后添加位图设置代码,然后添加单行以生成活动循环的噪声。
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Matrix;
import flash.media.Camera;
import flash.media.Video;
import flash.utils.getTimer;
public class NoiseMain extends Sprite
{
protected static const VID_WIDTH : uint = 640;
protected static const VID_HEIGHT : uint = 480;
protected static const NOISE_SCALE_X : Number = 4;
protected static const NOISE_SCALE_Y : Number = 2;
protected var _vid : Video;
protected var _noise : BitmapData;
protected var _composite : BitmapData;
protected var _matrix : Matrix;
public function NoiseMain()
{
// We're creating a webcam outlet, but not adding it to the stage since we want to post-process the image.
_vid = new Video(VID_WIDTH, VID_HEIGHT);
var cam : Camera = Camera.getCamera();
cam.setMode(VID_WIDTH, VID_HEIGHT, 30);
_vid.attachCamera(cam);
var w : uint = Math.ceil(VID_WIDTH / NOISE_SCALE_X);
var h : uint = Math.ceil(VID_HEIGHT / NOISE_SCALE_Y);
_noise = new BitmapData(w, h, false, 0xFFFFFF);
_composite = new BitmapData(VID_WIDTH, VID_HEIGHT, false, 0x000000);
var bmp : Bitmap = new Bitmap(_composite);
addChild(bmp);
_matrix = new Matrix(NOISE_SCALE_X, 0, 0, NOISE_SCALE_Y);
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
protected function enterFrameHandler(evt : Event) : void
{
_noise.noise(getTimer(), 204, 255, 7, true);
_composite.lock();
_composite.draw(_vid);
_composite.draw(_noise, _matrix, null, BlendMode.MULTIPLY);
_composite.unlock();
}
}
}
编辑:我修改了我的例子,以便更符合你的目标。您可以调整噪声标度常数以更改噪声的“纹理”以及混淆噪声的强度(噪声()方法的第二和第三个参数)以及通过更改BlendMode来显示噪声的视觉外观在第二次抽奖()中。)