【发布时间】:2012-03-08 02:32:09
【问题描述】:
如果我不需要,我宁愿不重新创建轮子,而且这必须在以前完成。有没有使用 OpenGL ES 的 Sobel 过滤器的实现?
【问题讨论】:
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你看过这个链接吗:Sobel 过滤器示例 (royger.org/opencl/?p=22)。但这是在 OpenCL 中。
标签: c++ c opengl-es opengl-es-2.0
如果我不需要,我宁愿不重新创建轮子,而且这必须在以前完成。有没有使用 OpenGL ES 的 Sobel 过滤器的实现?
【问题讨论】:
标签: c++ c opengl-es opengl-es-2.0
如果 Objective-C 可以接受,您可以查看我的 GPUImage 框架及其 GPUImageSobelEdgeDetectionFilter。这应用了使用 OpenGL ES 2.0 片段着色器的 Sobel 边缘检测。您可以在this answer 的“草图”示例中看到此输出。
如果您不想深入研究 Objective-C 代码,这里的关键工作是由两组着色器执行的。在第一遍中,我将图像降低到其亮度并将该值存储在红色、绿色和蓝色通道中。我使用以下顶点着色器执行此操作:
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
和片段着色器:
precision highp float;
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
float luminance = dot(texture2D(inputImageTexture, textureCoordinate).rgb, W);
gl_FragColor = vec4(vec3(luminance), 1.0);
}
之后,我实际上使用这个顶点着色器执行了 Sobel 边缘检测(在这种情况下,较亮的像素是边缘):
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
uniform highp float imageWidthFactor;
uniform highp float imageHeightFactor;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec2 bottomRightTextureCoordinate;
void main()
{
gl_Position = position;
vec2 widthStep = vec2(imageWidthFactor, 0.0);
vec2 heightStep = vec2(0.0, imageHeightFactor);
vec2 widthHeightStep = vec2(imageWidthFactor, imageHeightFactor);
vec2 widthNegativeHeightStep = vec2(imageWidthFactor, -imageHeightFactor);
textureCoordinate = inputTextureCoordinate.xy;
leftTextureCoordinate = inputTextureCoordinate.xy - widthStep;
rightTextureCoordinate = inputTextureCoordinate.xy + widthStep;
topTextureCoordinate = inputTextureCoordinate.xy + heightStep;
topLeftTextureCoordinate = inputTextureCoordinate.xy - widthNegativeHeightStep;
topRightTextureCoordinate = inputTextureCoordinate.xy + widthHeightStep;
bottomTextureCoordinate = inputTextureCoordinate.xy - heightStep;
bottomLeftTextureCoordinate = inputTextureCoordinate.xy - widthHeightStep;
bottomRightTextureCoordinate = inputTextureCoordinate.xy + widthNegativeHeightStep;
}
还有这个片段着色器:
precision highp float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec2 bottomRightTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
float i00 = texture2D(inputImageTexture, textureCoordinate).r;
float im1m1 = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
float ip1p1 = texture2D(inputImageTexture, topRightTextureCoordinate).r;
float im1p1 = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
float ip1m1 = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
float im10 = texture2D(inputImageTexture, leftTextureCoordinate).r;
float ip10 = texture2D(inputImageTexture, rightTextureCoordinate).r;
float i0m1 = texture2D(inputImageTexture, bottomTextureCoordinate).r;
float i0p1 = texture2D(inputImageTexture, topTextureCoordinate).r;
float h = -im1p1 - 2.0 * i0p1 - ip1p1 + im1m1 + 2.0 * i0m1 + ip1m1;
float v = -im1m1 - 2.0 * im10 - im1p1 + ip1m1 + 2.0 * ip10 + ip1p1;
float mag = length(vec2(h, v));
gl_FragColor = vec4(vec3(mag), 1.0);
}
imageWidthFactor 和 imageHeightFactor 只是输入图像大小的倒数(以像素为单位)。
您可能会注意到,这种两遍方法比上面链接的答案中的方法更复杂。这是因为在移动 GPU(至少是 iOS 设备中的 PowerVR 种类)上运行时,最初的实现并不是最高效的。通过删除所有相关的纹理读取并预先计算亮度,这样我只需要从最终着色器中的红色通道进行采样,在我的基准测试中,这种调整后的边缘检测方法比一次性完成所有这些的天真的方法快 20 倍。
【讨论】: