t1 / TFDContents / Assets / Resources / CoordMapper.compute @ 10
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// Each #kernel tells which function to compile; you can have many kernels |
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#pragma kernel MapDepthFrame2ColorFrame |
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#pragma kernel MapColorSpace2DepthFrame |
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float2 depthFocalLength; |
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float2 depthPrincipalPoint; |
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float3 depthRadialDistortion; |
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float2 colorFocalLength; |
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float2 colorPrincipalPoint; |
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float3 colorRadialDistortion; |
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float4x4 depth2colorMat; |
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float4x4 color2depthMat; |
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StructuredBuffer<float2> depthPlaneCoords; |
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StructuredBuffer<int> depthDepthValues; |
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RWStructuredBuffer<float2> colorPlaneCoords; |
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StructuredBuffer<half3> colorSpaceCoords; |
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RWStructuredBuffer<half2> colorDepthCoords; |
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[numthreads(64,1,1)] |
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void MapDepthFrame2ColorFrame (uint3 id : SV_DispatchThreadID) |
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{
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int idx = id.x; |
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float depth = (float)depthDepthValues[idx] / 1000.0; |
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// unproject from depth plane |
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float x = (depthPlaneCoords[idx].x - depthPrincipalPoint.x) / depthFocalLength.x; |
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float y = (depthPrincipalPoint.y - depthPlaneCoords[idx].y) / depthFocalLength.y; |
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// undistort |
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float r = x * x + y * y; |
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float d = 1 - depthRadialDistortion.x * r - depthRadialDistortion.y * r * r - depthRadialDistortion.z * r * r * r; |
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// depth space coords |
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float4 depthSpacePoint = float4(x * d * depth, y * d * depth, depth, 1.0); |
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// color space coords |
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float4 colorSpacePoint = mul(depth2colorMat, depthSpacePoint); |
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// project on color plane |
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float u = colorFocalLength.x * colorSpacePoint.x / colorSpacePoint.z + colorPrincipalPoint.x; |
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float v = colorPrincipalPoint.y - (colorFocalLength.y * colorSpacePoint.y / colorSpacePoint.z); |
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// distort |
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u = (u - colorPrincipalPoint.x) / colorFocalLength.x; |
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v = (colorPrincipalPoint.y - v) / colorFocalLength.y; |
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r = u * u + v * v; |
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d = 1 + colorRadialDistortion.x * r + colorRadialDistortion.y * r * r + colorRadialDistortion.z * r * r * r; |
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u = u * d * colorFocalLength.x + colorPrincipalPoint.x; |
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v = colorPrincipalPoint.y - v * d * colorFocalLength.y; |
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colorPlaneCoords[idx] = float2(u, v); |
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} |
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[numthreads(64,1,1)] |
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void MapColorSpace2DepthFrame (uint3 id : SV_DispatchThreadID) |
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{
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int idx = id.x; |
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// color space coords |
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float4 colorSpacePoint = float4((float3)colorSpaceCoords[idx], 1.0); |
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// depth space coords |
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float4 depthSpacePoint = mul(color2depthMat, colorSpacePoint); |
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// project on depth plane |
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float u = depthFocalLength.x * depthSpacePoint.x / depthSpacePoint.z + depthPrincipalPoint.x; |
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float v = depthPrincipalPoint.y - (depthFocalLength.y * depthSpacePoint.y / depthSpacePoint.z); |
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// distort |
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u = (u - depthPrincipalPoint.x) / depthFocalLength.x; |
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v = (depthPrincipalPoint.y - v) / depthFocalLength.y; |
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float r = u * u + v * v; |
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float d = 1 + depthRadialDistortion.x * r + depthRadialDistortion.y * r * r + depthRadialDistortion.z * r * r * r; |
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u = u * d * depthFocalLength.x + depthPrincipalPoint.x; |
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v = depthPrincipalPoint.y - v * d * depthFocalLength.y; |
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colorDepthCoords[idx] = half2(u, v); |
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} |
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