Document VideoMotionView

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Michael "Z" Goddard 2018-03-30 14:54:28 -04:00
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@ -1,41 +1,207 @@
const {motionVector} = require('./math');
const WIDTH = 480; const WIDTH = 480;
const HEIGHT = 360; const HEIGHT = 360;
const WINSIZE = 8; const WINSIZE = 8;
const AMOUNT_SCALE = 100; const AMOUNT_SCALE = 100;
const THRESHOLD = 10; const THRESHOLD = 10;
/**
* Modes of debug output that can be rendered.
* @type {object}
*/
const OUTPUT = { const OUTPUT = {
/**
* Render the original input.
* @type {number}
*/
INPUT: -1, INPUT: -1,
/**
* Render the difference of neighboring pixels for each pixel. The
* horizontal difference, or x value, renders in the red output component.
* The vertical difference, or y value, renders in the green output
* component. Pixels with equal neighbors with a kind of lime green or
* #008080 in a RGB hex value. Colors with more red have a lower value to
* the right than the value to the left. Colors with less red have a higher
* value to the right than the value to the left. Similarly colors with
* more green have lower values below than above and colors with less green
* have higher values below than above.
* @type {number}
*/
XY: 0, XY: 0,
/**
* Render the XY output with groups of pixels averaged together. The group
* shape and size matches the full frame's analysis window size.
* @type {number}
*/
XY_CELL: 1, XY_CELL: 1,
/**
* Render three color components matching the detection algorith's values
* that multiple the horizontal difference, or x value, and the vertical
* difference, or y value together. The red component is the x value
* squared. The green component is the y value squared. The blue component
* is the x value times the y value. The detection code refers to these
* values as A2, B1, and A1B2.
* @type {number}
*/
AB: 2, AB: 2,
/**
* Render the AB output of groups of pixels summarized by their combined
* square root. The group shape and size matches the full frame's analysis
* window size.
* @type {number}
*/
AB_CELL: 3, AB_CELL: 3,
/**
* Render a single color component matching the temporal difference or the
* difference in color for the same pixel coordinate in the current frame
* and the last frame. The difference is rendered in the blue color
* component since x and y axis differences tend to use red and green.
* @type {number}
*/
T: 4, T: 4,
/**
* Render the T output of groups of pixels averaged. The group shape and
* size matches the full frame's analysis window.
* @type {number}
*/
T_CELL: 5, T_CELL: 5,
/**
* Render the XY and T outputs together. The x and y axis values use the
* red and green color components as they do in the XY output. The t values
* use the blue color component as the T output does.
* @type {number}
*/
XYT: 6, XYT: 6,
/**
* Render the XYT output of groups of pixels averaged. The group shape and
* size matches the full frame's analysis window.
* @type {number}
*/
XYT_CELL: 7, XYT_CELL: 7,
/**
* Render the horizontal pixel difference times the temporal difference as
* red and the vertical and temporal difference as green. Multiplcation of
* these values ends up with sharp differences in the output showing edge
* details where motion is happening.
* @type {number}
*/
C: 8, C: 8,
/**
* Render the C output of groups of pixels averaged. The group shape and
* size matches the full frame's analysis window.
* @type {number}
*/
C_CELL: 9, C_CELL: 9,
UV_CELL: 10
/**
* Render a per pixel version of UV_CELL. UV_CELL is a close to final step
* of the motion code that builds a motion amount and direction from those
* values. UV_CELL renders grouped summarized values, UV does the per pixel
* version but its can only represent one motion vector code path out of
* two choices. Determining the motion vector compares some of the built
* values but building the values with one pixel ensures this first
* comparison says the values are equal. Even though only one code path is
* used to build the values, its output is close to approximating the
* better solution building vectors from groups of pixels to help
* illustrate when the code determines the motion amount and direction to
* be.
* @type {number}
*/
UV: 10,
/**
* Render cells of mulitple pixels at a step in the motion code that has
* the same cell values and turns them into motion vectors showing the
* amount of motion in the x axis and y axis separately. Those values are a
* step away from becoming a motion amount and direction through standard
* vector to magnitude and angle values.
* @type {number}
*/
UV_CELL: 11
}; };
/**
* Temporary storage structure for returning values in
* VideoMotionView._components.
* @type {object}
*/
const _videoMotionViewComponentsTmp = {
A2: 0,
A1B2: 0,
B1: 0,
C2: 0,
C1: 0
};
/**
* Manage a debug canvas with VideoMotion input frames running parts of what
* VideoMotion does to visualize what it does.
* @param {VideoMotion} motion - VideoMotion with inputs to visualize
* @param {OUTPUT} output - visualization output mode
* @constructor
*/
class VideoMotionView { class VideoMotionView {
constructor (motion, output = OUTPUT.XYT) { constructor (motion, output = OUTPUT.XYT) {
/**
* VideoMotion instance to visualize.
* @type {VideoMotion}
*/
this.motion = motion; this.motion = motion;
/**
* Debug canvas to render to.
* @type {HTMLCanvasElement}
*/
const canvas = this.canvas = document.createElement('canvas'); const canvas = this.canvas = document.createElement('canvas');
canvas.width = WIDTH; canvas.width = WIDTH;
canvas.height = HEIGHT; canvas.height = HEIGHT;
/**
* 2D context to draw to debug canvas.
* @type {CanvasRendering2DContext}
*/
this.context = canvas.getContext('2d'); this.context = canvas.getContext('2d');
/**
* Visualization output mode.
* @type {OUTPUT}
*/
this.output = output; this.output = output;
/**
* Pixel buffer to store output values into before they replace the last frames info in the debug canvas.
* @type {Uint32Array}
*/
this.buffer = new Uint32Array(WIDTH * HEIGHT); this.buffer = new Uint32Array(WIDTH * HEIGHT);
} }
/**
* Modes of debug output that can be rendered.
* @type {object}
*/
static get OUTPUT () { static get OUTPUT () {
return OUTPUT; return OUTPUT;
} }
/**
* Iterate each pixel address location and call a function with that address.
* @param {number} xStart - start location on the x axis of the output pixel buffer
* @param {number} yStart - start location on the y axis of the output pixel buffer
* @param {nubmer} xStop - location to stop at on the x axis
* @param {number} yStop - location to stop at on the y axis
* @param {function} fn - handle to call with each iterated address
*/
_eachAddress (xStart, yStart, xStop, yStop, fn) { _eachAddress (xStart, yStart, xStop, yStop, fn) {
for (let i = yStart; i < yStop; i++) { for (let i = yStart; i < yStop; i++) {
for (let j = xStart; j < xStop; j++) { for (let j = xStart; j < xStop; j++) {
@ -45,6 +211,17 @@ class VideoMotionView {
} }
} }
/**
* Iterate over cells of pixels and call a function with a function to
* iterate over pixel addresses.
* @param {number} xStart - start location on the x axis
* @param {number} yStart - start lcoation on the y axis
* @param {number} xStop - location to stop at on the x axis
* @param {number} yStop - location to stop at on the y axis
* @param {number} xStep - width of the cells
* @param {number} yStep - height of the cells
* @param {function} fn - function to call with a bound handle to _eachAddress
*/
_eachCell (xStart, yStart, xStop, yStop, xStep, yStep, fn) { _eachCell (xStart, yStart, xStop, yStop, xStep, yStep, fn) {
const xStep2 = (xStep / 2) | 0; const xStep2 = (xStep / 2) | 0;
const yStep2 = (yStep / 2) | 0; const yStep2 = (yStep / 2) | 0;
@ -61,6 +238,11 @@ class VideoMotionView {
} }
} }
/**
* Build horizontal, vertical, and temporal difference of a pixel address.
* @param {number} address - address to build values for
* @returns {object} a object with a gradX, grady, and gradT value
*/
_grads (address) { _grads (address) {
const {curr, prev} = this.motion; const {curr, prev} = this.motion;
const gradX = (curr[address - 1] & 0xff) - (curr[address + 1] & 0xff); const gradX = (curr[address - 1] & 0xff) - (curr[address + 1] & 0xff);
@ -69,6 +251,41 @@ class VideoMotionView {
return {gradX, gradY, gradT}; return {gradX, gradY, gradT};
} }
/**
* Build component values used in determining a motion vector for a pixel
* address.
* @param {function} eachAddress - a bound handle to _eachAddress to build
* component values for
* @returns {object} a object with a A2, A1B2, B1, C2, C1 value
*/
_components (eachAddress) {
let A2 = 0;
let A1B2 = 0;
let B1 = 0;
let C2 = 0;
let C1 = 0;
eachAddress(address => {
const {gradX, gradY, gradT} = this._grads(address);
A2 += gradX * gradX;
A1B2 += gradX * gradY;
B1 += gradY * gradY;
C2 += gradX * gradT;
C1 += gradY * gradT;
});
_videoMotionViewComponentsTmp.A2 = A2;
_videoMotionViewComponentsTmp.A1B2 = A1B2;
_videoMotionViewComponentsTmp.B1 = B1;
_videoMotionViewComponentsTmp.C2 = C2;
_videoMotionViewComponentsTmp.C1 = C1;
return _videoMotionViewComponentsTmp;
}
/**
* Visualize the motion code output mode selected for this view to the
* debug canvas.
*/
draw () { draw () {
if (!(this.motion.prev && this.motion.curr)) { if (!(this.motion.prev && this.motion.curr)) {
return; return;
@ -198,16 +415,7 @@ class VideoMotionView {
const hmax = HEIGHT - WINSIZE - 1; const hmax = HEIGHT - WINSIZE - 1;
this._eachCell(WINSIZE + 1, WINSIZE + 1, wmax, hmax, winStep, winStep, eachAddress => { this._eachCell(WINSIZE + 1, WINSIZE + 1, wmax, hmax, winStep, winStep, eachAddress => {
let C2 = 0; let {C2, C1} = this._components(eachAddress);
let C1 = 0;
let n = 0;
eachAddress(address => {
const {gradX, gradY, gradT} = this._grads(address);
C2 += gradX * gradT;
C1 += gradY * gradT;
n += 1;
});
C2 = Math.sqrt(C2); C2 = Math.sqrt(C2);
C1 = Math.sqrt(C1); C1 = Math.sqrt(C1);
@ -235,18 +443,7 @@ class VideoMotionView {
const hmax = HEIGHT - WINSIZE - 1; const hmax = HEIGHT - WINSIZE - 1;
this._eachCell(WINSIZE + 1, WINSIZE + 1, wmax, hmax, winStep, winStep, eachAddress => { this._eachCell(WINSIZE + 1, WINSIZE + 1, wmax, hmax, winStep, winStep, eachAddress => {
let A2 = 0; let {A2, A1B2, B1} = this._components(eachAddress);
let A1B2 = 0;
let B1 = 0;
let n = 0;
eachAddress(address => {
const {gradX, gradY} = this._grads(address);
A2 += gradX * gradX;
A1B2 += gradX * gradY;
B1 += gradY * gradY;
n += 1;
});
A2 = Math.sqrt(A2); A2 = Math.sqrt(A2);
A1B2 = Math.sqrt(A1B2); A1B2 = Math.sqrt(A1B2);
@ -260,51 +457,38 @@ class VideoMotionView {
(A2 & 0xff); (A2 & 0xff);
}); });
}); });
} else if (this.output === OUTPUT.UV) {
const winStep = (WINSIZE * 2) + 1;
this._eachAddress(1, 1, WIDTH - 1, HEIGHT - 1, address => {
const {A2, A1B2, B1, C2, C1} = this._components(fn => fn(address));
const {u, v} = motionVector(A2, A1B2, B1, C2, C1);
const inRange = (-winStep < u && u < winStep && -winStep < v && v < winStep);
const hypot = Math.hypot(u, v);
const amount = AMOUNT_SCALE * hypot;
buffer[address] =
(0xff << 24) +
(inRange && amount > THRESHOLD ?
(((((v / winStep) + 1) / 2 * 0xff) << 8) & 0xff00) +
(((((u / winStep) + 1) / 2 * 0xff) << 0) & 0xff) :
0x8080
);
});
} else if (this.output === OUTPUT.UV_CELL) { } else if (this.output === OUTPUT.UV_CELL) {
const winStep = (WINSIZE * 2) + 1; const winStep = (WINSIZE * 2) + 1;
const wmax = WIDTH - WINSIZE - 1; const wmax = WIDTH - WINSIZE - 1;
const hmax = HEIGHT - WINSIZE - 1; const hmax = HEIGHT - WINSIZE - 1;
this._eachCell(WINSIZE + 1, WINSIZE + 1, wmax, hmax, winStep, winStep, eachAddress => { this._eachCell(WINSIZE + 1, WINSIZE + 1, wmax, hmax, winStep, winStep, eachAddress => {
let A2 = 0; const {A2, A1B2, B1, C2, C1} = this._components(eachAddress);
let A1B2 = 0; const {u, v} = motionVector(A2, A1B2, B1, C2, C1);
let B1 = 0;
let C2 = 0;
let C1 = 0;
eachAddress(address => {
const {gradX, gradY, gradT} = this._grads(address);
A2 += gradX * gradX;
A1B2 += gradX * gradY;
B1 += gradY * gradY;
C2 += gradX * gradT;
C1 += gradY * gradT;
});
const delta = ((A1B2 * A1B2) - (A2 * B1));
let u = 0;
let v = 0;
if (delta) {
/* system is not singular - solving by Kramer method */
const deltaX = -((C1 * A1B2) - (C2 * B1));
const deltaY = -((A1B2 * C2) - (A2 * C1));
const Idelta = 8 / delta;
u = deltaX * Idelta;
v = deltaY * Idelta;
} else {
/* singular system - find optical flow in gradient direction */
const Norm = ((A1B2 + A2) * (A1B2 + A2)) + ((B1 + A1B2) * (B1 + A1B2));
if (Norm) {
const IGradNorm = 8 / Norm;
const temp = -(C1 + C2) * IGradNorm;
u = (A1B2 + A2) * temp;
v = (B1 + A1B2) * temp;
}
}
const inRange = (-winStep < u && u < winStep && -winStep < v && v < winStep); const inRange = (-winStep < u && u < winStep && -winStep < v && v < winStep);
const hypot = Math.hypot(u, v); const hypot = Math.hypot(u, v);
const amount = AMOUNT_SCALE * hypot; const amount = AMOUNT_SCALE * hypot;
eachAddress(address => { eachAddress(address => {
buffer[address] = buffer[address] =
(0xff << 24) + (0xff << 24) +