【问题标题】:Shader - Anti fisheye by "pulling" pixels着色器 - 通过“拉”像素来反鱼眼
【发布时间】:2019-02-10 17:22:14
【问题描述】:

我想修复这张图片的失真:

对不起质量,但这是我能找到的最好的例子。

我不知道是否可以修复这种失真(我想要直门和直天花板),但基本上,不是将像素推到图像之外(红色箭头),而是添加模糊效果,我想做相反的事情(绿色箭头),将像素拉向中心。

如果你有任何想法,那就太棒了。也欢迎其他解决方案!

【问题讨论】:

    标签: glsl shader fragment-shader


    【解决方案1】:

    为了定义鱼眼效果,您必须将角度 (alpha) 与视口的对角线 (d) 相关联。
    视口的对角线是圆的直径,包括整个视口。

    周长圆的半径(r)与角度(alpha)的关系为:

    r = tan(alpha / 2)
    

    下面eye_angle对应alphahalf_dist对应r

    float half_angle = eye_angle/2.0;
    float half_dist = tan(half_angle);
    

    使用视口的纵横比 (aspect) 并且是片段在视口ndcPos 上的标准化设备位置,可以计算出位置P。在标准化设备空间中,xy 在范围 [-1, 1] 内:

    vec2 vp_scale = vec2(aspect, 1.0);
    vec2 P = ndcPos * vp_scale; 
    

    对于视口上的每个点 (P),必须计算与视口中心相对于周边圆的相对距离 (rel_dist)。并且需要点(P)与纵横比的相对位置(rel_P):

    float vp_dia   = length(vp_scale);
    float rel_dist = length(P) / vp_dia;  
    vec2  rel_P    = normalize(P) / normalize(vp_scale);
    

    鱼眼效果是由球面在平面上的投影引起的。为了计算从和到投影的距离,必须找到弧长和到平面中心的距离之间的关系:

    如果圆的半径为 1,则圆弧的长度等于圆弧段的角度(以弧度为单位)。所以到点P的距离和角度beta的关系是:

    |P|/r = tan(beta)
    beta = atan(|P|/r)
    

    如果从球面到平面的投影是:

    float beta    = rel_dist * half_angle;
    vec3  pos_prj = rel_P * tan(beta) / half_dist;  
    

    而从平面到球面的投影为:

    float beta    = atan(rel_dist * half_dist);
    vec2  pos_prj = rel_P * beta / half_angle;
    

    请参阅以下 WebGL 示例,该示例使用片段着色器来实现算法。角度 alpha 设置为统一变量u_alpha
    如果u_alpha > 0.0,则计算球面到平面的投影。
    如果u_alpha < 0.0,则计算平面到球面的投影。

    (function loadscene() {    
    
    var canvas, gl, vp_size, texture, prog, bufObj = {};
    
    function initScene() {
    
        canvas = document.getElementById( "ogl-canvas");
        gl = canvas.getContext( "experimental-webgl" );
        if ( !gl )
          return;
    
        texture = new Texture( "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/supermario.jpg" ); 
        texture.bound = false;
    
        progDraw = gl.createProgram();
        for (let i = 0; i < 2; ++i) {
            let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text;
            let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
            gl.shaderSource(shaderObj, source);
            gl.compileShader(shaderObj);
            let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
            if (!status) alert(gl.getShaderInfoLog(shaderObj));
            gl.attachShader(progDraw, shaderObj);
            gl.linkProgram(progDraw);
        }
        status = gl.getProgramParameter(progDraw, gl.LINK_STATUS);
        if ( !status ) alert(gl.getProgramInfoLog(progDraw));
        progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
        progDraw.u_time = gl.getUniformLocation(progDraw, "u_time");
        progDraw.u_resolution = gl.getUniformLocation(progDraw, "u_resolution");
        progDraw.u_texture = gl.getUniformLocation(progDraw, "u_texture");
        progDraw.u_angle = gl.getUniformLocation(progDraw, "u_angle");
        gl.useProgram(progDraw);
    
        var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
        var inx = [ 0, 1, 2, 0, 2, 3 ];
        bufObj.pos = gl.createBuffer();
        gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
        gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
        bufObj.inx = gl.createBuffer();
        bufObj.inx.len = inx.length;
        gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
        gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
        gl.enableVertexAttribArray( progDraw.inPos );
        gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 ); 
        
        gl.enable( gl.DEPTH_TEST );
        gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
    
        window.onresize = resize;
        resize();
        requestAnimationFrame(render);
    }
    
    function resize() {
        vp_size = [window.innerWidth, window.innerHeight];
        canvas.width = vp_size[0];
        canvas.height = vp_size[1];
    }
    
    function render(deltaMS) {
    
        scale = document.getElementById( "scale" ).value / 100 * 2.0 - 1.0;
    
        gl.viewport( 0, 0, canvas.width, canvas.height );
        gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
       
        texture.bound = texture.bound || texture.bind( 0 );
        gl.uniform1i(progDraw.u_texture, 0);
        gl.uniform1f(progDraw.u_time, deltaMS/2000.0);
        gl.uniform2f(progDraw.u_resolution, canvas.width, canvas.height);
        gl.uniform1f(progDraw.u_angle, scale * Math.PI * 0.9);
        gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
        
        requestAnimationFrame(render);
    }  
    
    class Texture {
        constructor( name, dflt ) {
            let texture = this;
            this.dflt = dflt || [128,128,128,255]
            let image = { "cx": this.dflt.w || 1, "cy": this.dflt.h || 1, "plane": this.dflt.p || this.dflt };
            this.size = [image.cx, image.cy];
            this.dummyObj = Texture.createTexture2D( image, true )
            this.image = new Image(64,64);
            this.image.setAttribute('crossorigin', 'anonymous');
            this.image.onload = function () {
                let cx = 1 << 31 - Math.clz32(texture.image.naturalWidth);
                if ( cx < texture.image.naturalWidth ) cx *= 2;
                let cy = 1 << 31 - Math.clz32(texture.image.naturalHeight);
                if ( cy < texture.image.naturalHeight ) cy *= 2;
                var canvas = document.createElement( 'canvas' );
                canvas.width  = cx;
                canvas.height = cy;
                var context = canvas.getContext( '2d' );
                context.drawImage( texture.image, 0, 0, canvas.width, canvas.height );
                texture.textureObj = Texture.createTexture2D( canvas, true );
                texture.size = [cx, cy];
            }
            this.image.src = name;
        }
        static createTexture2D( image, flipY ) {
            let t = gl.createTexture();
            gl.activeTexture( gl.TEXTURE0 );
            gl.bindTexture( gl.TEXTURE_2D, t );
            gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, flipY != undefined && flipY == true );
            if ( image.cx && image.cy && image.plane )
                gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, image.cx, image.cy, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(image.plane) );
            else
                gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image );
            gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
            gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );
            gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT );
            gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT );
            gl.bindTexture( gl.TEXTURE_2D, null );
            return t;
        }
        bind( texUnit = 0 ) {
            gl.activeTexture( gl.TEXTURE0 + texUnit );
            if ( this.textureObj ) { 
                gl.bindTexture( gl.TEXTURE_2D, this.textureObj );
                return true;
            }
            gl.bindTexture( gl.TEXTURE_2D, this.dummyObj );
            return false;
        }
    };
    
    initScene();
    
    })();
    html,body { margin: 0; overflow: hidden; }
    #gui { position : absolute; top : 0; left : 0; }
    <script id="draw-shader-fs" type="x-shader/x-fragment">
    precision mediump float;
    
    uniform float     u_time;
    uniform vec2      u_resolution;
    uniform float     u_angle;
    uniform sampler2D u_texture;
    
    void main()
    {
        vec2 uv = gl_FragCoord.xy / u_resolution;
        vec2 ndcPos = uv * 2.0 - 1.0;
    
        float aspect = u_resolution.x / u_resolution.y;
        
        float eye_angle = abs(u_angle);
        float half_angle = eye_angle/2.0;
        float half_dist = tan(half_angle);
    
        vec2  vp_scale = vec2(aspect, 1.0);
        vec2  P = ndcPos * vp_scale; 
        
        float vp_dia   = length(vp_scale);
        float rel_dist = length(P) / vp_dia;  
        vec2  rel_P = normalize(P) / normalize(vp_scale);
    
        vec2 pos_prj = ndcPos;
        if (u_angle > 0.0)
        {
            float beta = rel_dist * half_angle;
            pos_prj = rel_P * tan(beta) / half_dist;  
        }
        else if (u_angle < 0.0)
        {
            float beta = atan(rel_dist * half_dist);
            pos_prj = rel_P * beta / half_angle;
        }
    
        vec2 uv_prj = pos_prj * 0.5 + 0.5;
        vec2 rangeCheck = step(vec2(0.0), uv_prj) * step(uv_prj, vec2(1.0));   
        if (rangeCheck.x * rangeCheck.y < 0.5)
            discard;
    
        vec4 texColor = texture2D(u_texture, uv_prj.st);
        gl_FragColor = vec4( texColor.rgb, 1.0 );
    }
    </script>
    
    <script id="draw-shader-vs" type="x-shader/x-vertex">
    precision mediump float;
    
    attribute vec2 inPos;
    
    void main()
    {
        gl_Position = vec4( inPos.xy, 0.0, 1.0 );
    }
    </script>
    
    <canvas id="ogl-canvas" style="border: none"></canvas>
    <form id="gui" name="inputs">
    <input type="range" id="scale" min="0" max="100" value="20"/>
    </form>

    【讨论】:

      【解决方案2】:

      这种失真是相机的特性。如果您可以使用用于拍照的相机,则可以对其进行校准以提取其应用的变形。否则,您仍然可以使用一些通用方程。看看 Paul Bourke 的 article、这个 Stack Overflow answer 或这个 Shader Toy example,看看它是如何实现的。

      【讨论】:

      • 这张图片的失真与相机无关,这是由于立体投影(这是一张360度图片)。我是您提供的 shadertoy 链接的创建者,但它使用红色箭头解决方案,而不是绿色箭头。
      • 我误解了你的问题,对不起!很明显,镜头矫正你已经知道了^^。
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