SlimDX low performance with many vertices - c#
So I've been playing around with SlimDX for quite a while now,
and experienced some issues with big STL files.
While on OpenGL they load without flinching I get down to 1-2 FPS an soon as I load files of about 100mb (same issues with multiple files) in SharpGL. Did I miss anything, or is there anything I am simply doing not right at all ?
Edit: Just to specify my question: is performance with SlimDX on 1.000.000+ vertices always that poor ?
Edit: I know, that using an index buffer would be more efficient, as well as I know that CullingMode.None isn't really a FPS-Saver, but in the OpenGL test I've even used two sided lighting and a bit of smoothing, which should be as hard as creating (in the worst case) 3 times as many points as necessary.
Edit: Out of curiosity I modified the code to include an indexBuffer, and it really did have some impact on the FPS, I am validating this right now
BasicFramework.cs
#region Using Statements
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using SlimDX;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using Device = SlimDX.Direct3D11.Device;
using Texture2D = SlimDX.Direct3D11.Texture2D;
#endregion
namespace SlimDX_Evaluation
{
public abstract class BasicFramework : IDisposable
{
#region Membervariables
//Objects
private RenderForm renderForm;
private SwapChain swapChain;
private Factory factory;
private Device device;
private DeviceContext deviceContext;
private Texture2D backBufffer;
private Texture2D depthBuffer;
private RenderTargetView renderTargetView;
private DepthStencilView depthStencilView;
private TimeSpan lastFrameTime;
private Stopwatch clock;
//Variables
private bool userResized;
private bool isResizing;
#endregion
#region Constructors
/**
* The Constructor initializes the default behavior of the Framework.
* It is not supposed to be replaced, the customization should be done in the Constructor
*/
public BasicFramework() : this("My Title") { }
public BasicFramework(string title)
{
//Create the winForm
renderForm = new RenderForm(title);
renderForm.ClientSize = new System.Drawing.Size(800, 480);
renderForm.MaximizeBox = true;
renderForm.FormBorderStyle = System.Windows.Forms.FormBorderStyle.Sizable;
//Hook into Windows.Forms Event
renderForm.ClientSizeChanged += HandleClientSizeChanged;
//Generate SwapChain
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
new Rational(60, 1),
Format.B8G8R8A8_UNorm),
IsWindowed = true,
OutputHandle = renderForm.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput,
};
Device.CreateWithSwapChain(
DriverType.Hardware,
DeviceCreationFlags.None,
desc,
out device,
out swapChain
);
//Set DeviceContext
deviceContext = device.ImmediateContext;
// prevent DXGI handling of alt+enter,prt scrn, etc which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(renderForm.Handle, WindowAssociationFlags.IgnoreAll);
//Generate Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
renderTargetView = new RenderTargetView(device, backBufffer);
//Generate Depthbuffer and DepthBufferView
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D16_UNorm,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
});
depthStencilView = new DepthStencilView(device, depthBuffer);
//Define Rasterizer
RasterizerStateDescription rasterizerDescription = new RasterizerStateDescription()
{
CullMode = CullMode.None,
FillMode = FillMode.Solid,
IsAntialiasedLineEnabled = true,
IsFrontCounterclockwise = true,
IsMultisampleEnabled = true,
IsDepthClipEnabled = true,
IsScissorEnabled = false
};
deviceContext.Rasterizer.State = RasterizerState.FromDescription(device, rasterizerDescription);
//Set ViewPort
deviceContext.Rasterizer.SetViewports(new Viewport(
0,
0,
renderForm.Width,
renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//Force recalibration on first load
userResized = true;
}
#endregion
#region Run
public void Run()
{
clock = new Stopwatch();
clock.Start();
this.lastFrameTime = clock.Elapsed;
Initialize();
LoadContent();
MessagePump.Run(renderForm, () =>
{
if (userResized)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
}
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
});
UnloadContent();
}
#endregion
#region MethodsToOverride
public virtual void Update(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void BeginFrame()
{
}
public void EndFrame()
{
swapChain.Present(0, PresentFlags.None); //Presents the image to the user
}
public virtual void Initialize()
{
}
public virtual void LoadContent()
{
}
public virtual void UnloadContent()
{
}
public virtual void Dispose()
{
renderForm.Dispose();
backBufffer.Dispose();
deviceContext.ClearState();
deviceContext.Flush();
device.Dispose();
deviceContext.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
swapChain.Dispose();
}
#endregion
#region Handlers
private void HandleResize(object sender, EventArgs e)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
}
private void HandleClientSizeChanged(object sender, EventArgs e)
{
userResized = true;
}
#endregion
#region GetAndSet
public Device Device
{
get
{
return this.device;
}
}
public DeviceContext DeviceContext
{
get
{
return this.deviceContext;
}
}
public RenderTargetView RenderTargetView
{
get
{
return this.renderTargetView;
}
}
public RenderForm RenderForm
{
get
{
return this.renderForm;
}
}
public DepthStencilView DepthStencilView
{
get
{
return this.depthStencilView;
}
}
#endregion
}
}
SimpleIntegration.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using Buffer = SlimDX.Direct3D11.Buffer;
using System.Diagnostics;
namespace SlimDX_Evaluation
{
class SampleIntegration : BasicFramework
{
#region Members
private VertexShader vertexShader;
private PixelShader pixelShader;
private Buffer constantBuffer;
private VertexBufferBinding vertexBufferBinding_model;
private int vertCount;
private Stopwatch timer;
private long lastFrame;
private int frameCount;
private Matrix view;
private Matrix proj;
private Matrix viewProj;
Matrix worldViewProj;
#endregion
public override void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
//Output FPS
frameCount++;
if (timer.ElapsedMilliseconds - lastFrame >= 1000)
{
Console.WriteLine("FPS: " + frameCount);
lastFrame = timer.ElapsedMilliseconds;
frameCount = 0;
}
worldViewProj = Matrix.Multiply(Matrix.RotationAxis(Vector3.UnitY, timer.ElapsedMilliseconds / 1000.0f), viewProj);
//Update ConstantBuffer
var buffer = new MyConstantBuffer();
buffer.worldViewProj = worldViewProj;
var data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(new MyConstantBuffer()), true, true);
data.Write(buffer);
data.Position = 0;
DeviceContext.UpdateSubresource(new DataBox(0, 0, data),constantBuffer,0);
//Clear
Device.ImmediateContext.ClearRenderTargetView(RenderTargetView, Color.WhiteSmoke);
Device.ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
//Draw
DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
DeviceContext.InputAssembler.SetVertexBuffers(0, vertexBufferBinding_model);
Device.ImmediateContext.Draw(vertCount, 0);
base.Draw(totalRunTime, timeSinceLastFrame);
}
public override void LoadContent()
{
//Initialize the timer
timer = new Stopwatch();
timer.Start();
//Initialize Matrices
view = Matrix.LookAtLH(new Vector3(0, 100, -500), new Vector3(0, 0, 0), Vector3.UnitY);
proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, RenderForm.ClientSize.Width / RenderForm.ClientSize.Height, 0.1f, 10000.0f);
viewProj = Matrix.Multiply(view, proj);
//Load Shaders
ShaderBytecode vertexShaderByteCode;
ShaderBytecode pixelShaderByteCode;
try
{
vertexShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "VShader", "vs_4_0",ShaderFlags.None,EffectFlags.None);
pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "PShader", "ps_4_0",ShaderFlags.None,EffectFlags.None);
}
catch (System.Exception ex)
{
throw ex;
}
vertexShader = new VertexShader(Device, vertexShaderByteCode);
pixelShader = new PixelShader(Device, pixelShaderByteCode);
DeviceContext.VertexShader.Set(vertexShader);
DeviceContext.PixelShader.Set(pixelShader);
var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
//Define first 16 floats as Position, next 16 as Color, next 12 normal (4 cords, 4 Color, 3 normal parts)
InputElement[] elements = new InputElement[]
{
new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR" , 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0),
new InputElement("NORMAL" , 0, SlimDX.DXGI.Format.R32G32B32_Float, 32, 0),
};
//Define Layout for the InputAssembler
DeviceContext.InputAssembler.InputLayout = new InputLayout(Device, signature, elements);
//Generate and link constant buffers
constantBuffer = new Buffer(Device, System.Runtime.InteropServices.Marshal.SizeOf(new Matrix()), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
DeviceContext.VertexShader.SetConstantBuffer(constantBuffer,0);
//load STL and generate Vertices from it
ModuleWorks.Meshf meshf = ModuleWorks.MeshHelper.ReadSTLf(#"C:\ModuleWorks\STL\Homer.stl", ModuleWorks.Unit.Metric);
try
{
vertCount = meshf.TriangleCount * 3;
var vertices_model = new DataStream(vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex)), true, true);
var stopWatch = new Stopwatch();
stopWatch.Start();
for (int x = 0; x < meshf.TriangleCount; x++)
{
var triangle = meshf.GetTriangle(x);
var normal = triangle.Normal;
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx1).X, meshf.GetPoint(triangle.Idx1).Y, meshf.GetPoint(triangle.Idx1).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx2).X, meshf.GetPoint(triangle.Idx2).Y, meshf.GetPoint(triangle.Idx2).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx3).X, meshf.GetPoint(triangle.Idx3).Y, meshf.GetPoint(triangle.Idx3).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
}
vertices_model.Position = 0;
//Generate VertexBufferBinding
var sizeInBytes = vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex));
var stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector4)) * 2 + System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector3));
var vertexBuffer_model = new Buffer(Device, vertices_model, sizeInBytes, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
vertexBufferBinding_model = new VertexBufferBinding(vertexBuffer_model, stride, 0);
vertices_model.Close();
}
catch (System.Exception ex)
{
Console.WriteLine(ex);
return;
}
}
public override void Dispose()
{
vertexShader.Dispose();
pixelShader.Dispose();
constantBuffer.Dispose();
base.Dispose();
}
}
}
shader.hlsl
cbuffer matrixBuffer : register(b0)
{
float4x4 worldViewProj;
};
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR, float3 normal : NORMAL)
{
VOut output = (VOut)0;
output.position = mul(worldViewProj, position);
output.normal = normalize(mul((float3x3)worldViewProj,normal));
output.color = color;
return output;
}
float4 PShader(VOut vout) : SV_TARGET
{
return vout.color;
}
Thanks in advance
I solved it.
The issue was based on an inperformant approach to adding the vertices.
For further information, checkout this nice paper I've found
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} } } private void OnRenderFrame() { if (_isResizeNeeded) { ResizeFrameBuffers(); } float elapsedClientTime = ClientTimer.ElapsedMilliseconds / 1000.0f; float currentFrameDeltaTime = elapsedClientTime - _previousFrameDeltaTime; _previousFrameDeltaTime = elapsedClientTime; System.DateTime dateTimeNow = System.DateTime.Now; System.TimeSpan subtractedTime = dateTimeNow.Subtract(_previousDateTime); if (subtractedTime.TotalSeconds >= 1) { this.RenderFrequency = _frameCounter; _frameCounter = 0; this._previousDateTime = dateTimeNow; } _graphicsCardContext.ClearDepthStencilView(_depthView, DepthStencilClearFlags.Depth, 1.0f, 0); _graphicsCardContext.ClearRenderTargetView(_renderView, Color.CornflowerBlue); CheckKeyboardInput(currentFrameDeltaTime); DrawScene(elapsedClientTime); _swapChain.Present((int)this.Vsync, PresentFlags.None); _frameCounter++; } private void OnKeyUp(object sender, KeyEventArgs args) { switch (args.KeyCode) { case Keys.F2: RasterizerStateDescription previousDescription = _graphicsCardContext.Rasterizer.State.Description; FillMode mode; mode = previousDescription.FillMode == FillMode.Solid ? FillMode.Wireframe : FillMode.Solid; _graphicsCardContext.Rasterizer.State = new RasterizerState(_device, new RasterizerStateDescription { CullMode = previousDescription.CullMode, DepthBias = previousDescription.DepthBias, DepthBiasClamp = previousDescription.DepthBiasClamp, FillMode = mode, IsAntialiasedLineEnabled = previousDescription.IsAntialiasedLineEnabled, IsDepthClipEnabled = previousDescription.IsDepthClipEnabled, IsFrontCounterClockwise = previousDescription.IsFrontCounterClockwise, IsMultisampleEnabled = previousDescription.IsMultisampleEnabled, IsScissorEnabled = previousDescription.IsScissorEnabled, SlopeScaledDepthBias = previousDescription.SlopeScaledDepthBias }); break; } } private void ResizeFrameBuffers() { Utilities.Dispose(ref _backBuffer); Utilities.Dispose(ref _renderView); Utilities.Dispose(ref _depthBuffer); Utilities.Dispose(ref _depthView); _swapChain.ResizeBuffers(_swapChainDescription.BufferCount, this.ClientSize.Width, this.ClientSize.Height, Format.Unknown, SwapChainFlags.None); _backBuffer = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0); _renderView = new RenderTargetView(_device, _backBuffer); _depthBuffer = new Texture2D(_device, new Texture2DDescription() { Format = Format.D32_Float_S8X24_UInt, ArraySize = 1, MipLevels = 1, Width = this.ClientSize.Width, Height = this.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); _depthView = new DepthStencilView(_device, _depthBuffer); _graphicsCardContext.Rasterizer.SetViewport(new Viewport(0, 0, this.ClientSize.Width, this.ClientSize.Height, 0.0f, 1.0f)); _graphicsCardContext.OutputMerger.SetTargets(_depthView, _renderView); Camera.AspectRatio = this.ClientSize.Width / (float)this.ClientSize.Height; _isResizeNeeded = false; } } }
Nevermind, I figured it out. I have to disable alpha blending. Should have guessed that. blendStateDescription.RenderTarget[0].IsBlendEnabled = false;
SharpDX is filling entire form instead of drawing triangle
I'm trying to write simple DirectX 11 app using C# and SharpDX. I wanted to test basic drawing but when i run the program, i will get entire form filled with red color. When i change the vertices its drawing unwanted shapes. Clear color works. I tried changing some properties but nothing helps. Here is the code: private Vector3[] Vertices = new Vector3[] { new Vector3(-0.5f, 0.5f, 0), new Vector3(0.5f, 0.5f, 0), new Vector3(0, -0.5f, 0) }; private D3D11.Buffer VertexBuffer; public Game() { RenderForm = new RenderForm("Test Form"); RenderForm.ClientSize = new Size(Width, Height); RenderForm.AllowUserResizing = false; InitDeviceResources(); InitShaders(); InitVertexBuffer(); } public void Run() { RenderLoop.Run(RenderForm, RenderCallback); } private void InitVertexBuffer() { VertexBuffer = D3D11.Buffer.Create<Vector3>(Device, BindFlags.VertexBuffer, Vertices); } private void InitShaders() { using (ShaderBytecode vertexShaderBytecode = ShaderBytecode.CompileFromFile("vertexShader.hlsl", "main", "vs_4_0", ShaderFlags.Debug)) { InputSignature = ShaderSignature.GetInputSignature(vertexShaderBytecode); VertexShader = new VertexShader(Device, vertexShaderBytecode); } using (ShaderBytecode pixelShaderBytecode = ShaderBytecode.CompileFromFile("pixelShader.hlsl", "main", "ps_4_0", ShaderFlags.Debug)) { PixelShader = new PixelShader(Device, pixelShaderBytecode); } Context.VertexShader.Set(VertexShader); Context.PixelShader.Set(PixelShader); Context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; InputLayout = new InputLayout(Device, InputSignature, InputElements); Context.InputAssembler.InputLayout = InputLayout; } private void InitDeviceResources() { ModeDescription backBufferDesc = new ModeDescription(Width, Height, new Rational(60, 1), Format.B8G8R8A8_UNorm); SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, OutputHandle = RenderForm.Handle, ModeDescription = backBufferDesc, SampleDescription = new SampleDescription(1, 0), Usage = Usage.RenderTargetOutput }; D3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, swapChainDesc, out Device, out SwapChain); Context = Device.ImmediateContext; Viewport = new Viewport(0, 0, Width, Height); Context.Rasterizer.SetViewport(Viewport); using (Texture2D backBuffer = SwapChain.GetBackBuffer<Texture2D>(0)) { RenderTarget = new RenderTargetView(Device, backBuffer); } } private void RenderCallback() { Draw(); } private void Draw() { Context.OutputMerger.SetRenderTargets(RenderTarget); Context.ClearRenderTargetView(RenderTarget, new Color4(0, 0, 1, 1)); Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, Utilities.SizeOf<Vector3>(), 0)); Context.Draw(Vertices.Count(), 0); SwapChain.Present(1, PresentFlags.None); }
I finally solved this. There must be Format.R32G32B32_Float instead of Format.R32G32B32A32_Float
Calculate actual velocity using optical flow Lucas-Kanade and EmguCV
How to calculate the actual speed of all moving objects on video using the Lucals-kanade algorithm to calculate the optical flow ? I need to do this on this video. The camera is fixed in one place (Fig. 1) I find the key points and track them using the Lucas-Kanade algorithm (Fig. 2) How to use this algorithm to update the actual speed of each car? Thank you for your answers! My code: public class OpticalFlowLK : BaseFilter { private Mat prevFrame; private Mat nextFrame; private bool prevFrameEmpty = true; private GFTTDetector gFTTDetector; private Stopwatch sWatch; private double time = 0.04; public OpticalFlowLK() { TAG = "[Optical Flow Lucas Kanade]"; gFTTDetector = new GFTTDetector(500); sWatch = new Stopwatch(); } protected override Mat ProcessFrame(ref Mat frame) { Mat rez = new Mat(); frame.CopyTo(rez); nextFrame = new Mat(); Mat gray = new Mat(); var tmpImg = gray.ToImage<Gray, Byte>(); CvInvoke.CvtColor(frame, nextFrame, Emgu.CV.CvEnum.ColorConversion.Bgr2Gray); if (!prevFrameEmpty) { VectorOfKeyPoint prevFeatures = new VectorOfKeyPoint(gFTTDetector.Detect(prevFrame)); //Features2DToolbox.DrawKeypoints(rez, prevFeatures, rez, new Bgr(0, 0, 255)); PointF[] prevPts = new PointF[prevFeatures.Size]; for (int i = 0; i < prevFeatures.Size; i++) { prevPts[i] = prevFeatures[i].Point; } PointF[] nextPts; byte[] status; float[] errors; sWatch.Start(); CvInvoke.CalcOpticalFlowPyrLK(prevFrame, nextFrame, prevPts, new Size(20, 20), 1, new MCvTermCriteria(20, 0.03), out nextPts, out status, out errors); sWatch.Stop(); sWatch.Reset(); prevFrame = nextFrame.Clone(); for (int i = 0; i < status.Length; i++) { Point prevPt = new Point((int)prevPts[i].X,(int)nextPts[i].Y); Point nextPt = new Point((int)nextPts[i].X,(int)nextPts[i].Y); double lenght = Math.Sqrt(Math.Pow(prevPt.X - nextPt.X, 2) + Math.Pow(prevPt.Y - nextPt.Y, 2)); if (lenght > 3) { CvInvoke.Circle(rez, nextPt, 1, new MCvScalar(0, 255, 0), 2); } } sWatch.Stop(); prevFrameEmpty = false; } else if (prevFrameEmpty) { prevFrame = nextFrame.Clone(); prevFrameEmpty = false; } return rez; } protected override bool InitFilter(ref Mat frame) { throw new NotImplementedException(); } }
How to draw with Skia on Cairo context in Gtk3
I'm expecting to get colored rectangle, but getting rectangle of garbage instead. So far I have the following code: using System; using GLib; using SkiaSharp; using Gtk; namespace SkiaSharpExample { class CCDrawingArea : DrawingArea { protected override bool OnDrawn (Cairo.Context cr) { using (var skSurface = SKSurface.Create (100, 100, SKColorType.N_32, SKAlphaType.Premul)) { var canvas = skSurface.Canvas; var paint = new SKPaint { StrokeWidth = 4, Color = new SKColor (255, 255, 255, 255) }; var rect = new SKRect (10, 10, 50, 50); canvas.DrawRect (rect, paint); var image = skSurface.Snapshot (); Cairo.Surface surface = new Cairo.ImageSurface ( image.Encode ().Data, Cairo.Format.Argb32, image.Width, image.Height, 4 * image.Width * image.Height); surface.MarkDirty (); cr.SetSourceSurface (surface, 0, 0); cr.Paint (); } return true; } } class MainClass { public static void Main (string[] args){ ExceptionManager.UnhandledException += delegate(UnhandledExceptionArgs expArgs) { Console.WriteLine (expArgs.ExceptionObject.ToString ()); expArgs.ExitApplication = true; }; Gtk.Application.Init (); var window = new Window ("Hello World"); window.SetDefaultSize (1024, 800); window.SetPosition (WindowPosition.Center); window.DeleteEvent += delegate { Gtk.Application.Quit (); }; var darea = new CCDrawingArea (); window.Add (darea); window.ShowAll (); Gtk.Application.Run (); } } }
I have no clue about Skia and I can't find any documentation on its image format, but the last argument here should be the stride. The natural stride would be 4*image.Width. Is that what Skia uses, too? (stride is the number of bytes between the beginning of a pixel and the pixel below that one) Cairo.Surface surface = new Cairo.ImageSurface ( image.Encode ().Data, Cairo.Format.Argb32, image.Width, image.Height, 4 * image.Width * image.Height);
I have found the soulution I should have been using SKBitmap before creating SKSurface and SKCanvas. To get pixel data I should have been using SKBitmap.GetPixels method. Here follows the source code of working example: using System; using GLib; using SkiaSharp; using Gtk; namespace SkiaSharpExample { class CCDrawingArea : DrawingArea { protected override bool OnDrawn(Cairo.Context cr) { const int width = 100; const int height = 100; using (var bitmap = new SKBitmap(width, height, SKColorType.N_32, SKAlphaType.Premul)) { IntPtr len; using (var skSurface = SKSurface.Create(bitmap.Info.Width, bitmap.Info.Height, SKColorType.N_32, SKAlphaType.Premul, bitmap.GetPixels(out len), bitmap.Info.RowBytes)) { var canvas = skSurface.Canvas; canvas.Clear(SKColors.White); using (var paint = new SKPaint()) { paint.StrokeWidth = 4; paint.Color = new SKColor(0x2c, 0x3e, 0x50); var rect = new SKRect(10, 10, 50, 50); canvas.DrawRect(rect, paint); } Cairo.Surface surface = new Cairo.ImageSurface( bitmap.GetPixels(out len), Cairo.Format.Argb32, bitmap.Width, bitmap.Height, bitmap.Width * 4); surface.MarkDirty(); cr.SetSourceSurface(surface, 0, 0); cr.Paint(); } } return true; } } class MainClass { public static void Main(string[] args) { ExceptionManager.UnhandledException += delegate(UnhandledExceptionArgs expArgs) { Console.WriteLine(expArgs.ExceptionObject.ToString()); expArgs.ExitApplication = true; }; Gtk.Application.Init(); var window = new Window("Hello Skia World"); window.SetDefaultSize(1024, 800); window.SetPosition(WindowPosition.Center); window.DeleteEvent += delegate { Gtk.Application.Quit(); }; var darea = new CCDrawingArea(); window.Add(darea); window.ShowAll(); Gtk.Application.Run(); } void OnException(object o, UnhandledExceptionArgs args) { } } }