YUV display in OpenGL
I am having trouble displaying a raw YUV file that it is in NV12 format. I can display a selected frame, however, it is still mainly in black and white with certain shades of pink and green. Here is how my output looks like Anyways, here is how my program works. (This is done in cocoa/objective-c, but I need your expert advice on program algorithm, not on syntax.) Prior to program execution, the YUV file is stored in a binary file named "test.yuv". The file is in NV12 format, meaning the Y plan is stored first, then the UV plan is interlaced. My file extraction has no problem because I did a lot testings on it. During initiation, I create a lookup table that will convert binary/8 bites/a byte/chars into respected Y, U, V float values For the Y plane this is my code
The U Plane lookup table
And the V look-up table
after this point, I extract the Y & UV plan and store them into two buffers, yBuffer & uvBuffer at this point, I attempt to convert the YUV data and stored it into a RGB buffer array called "frameImage"
then I tried to draw the Image in OpenGl
so basically this my program in a nut shell. essentially i read the binary YUV files, stores all the data in a char array buffer. i then translate these values into their respected YUV float values. This is where I think the error might be: in the Y lookup table I standardize the Y plane to [0,1], in the U plane I standardized the values between [-0.435,0.436], and in the V plane I standardized it bewteen [-0.615,0.615]. I did this because those are the YUV value ranges according to wikipedia. And the YUV to RGB formula is the same formula from Wikipedia. I have also tried various other formulas, and this is the only formula that gives the rough outlook of the frame. Anyone might venture to guess to why my program is not correctly displaying the YUV frame data. I think it is something to do with my standardization technique, but it seems alright to me. I have done a lot of testings, and I am 100% certain that the error is caused by by look up table. I don't think my setting formulas are correct.
@nschmidt I changed my code to what you suggested
and this is the result that i get here is the print line from the console. i am print out the values for Y, U, V and RGB value that are being translated and stored on in the frameImage array YUV:[0.658824,-0.022227,-0.045824] RGBFinal:[0.606593,0.694201,0.613655] YUV:[0.643137,-0.022227,-0.045824] RGBFinal:[0.590906,0.678514,0.597969] YUV:[0.607843,-0.022227,-0.045824] RGBFinal:[0.555612,0.643220,0.562675] YUV:[0.592157,-0.022227,-0.045824] RGBFinal:[0.539926,0.627534,0.546988] YUV:[0.643137,0.025647,0.151941] RGBFinal:[0.816324,0.544799,0.695255] YUV:[0.662745,0.025647,0.151941] RGBFinal:[0.835932,0.564406,0.714863] YUV:[0.690196,0.025647,0.151941] RGBFinal:[0.863383,0.591857,0.742314] Update July 13, 2009 The problem was finally solved thanks to the recommendation from nschmidt . It turns out that my YUV file was actually in YUV 4:1:1 format. I was originally told that it was in YUV NV12 format. Anyways, I would like to share my results with you. Here is output and my code for decode is as follows
essentially, I used NSData for the raw file extraction. stored in a char array buffer. For YUV to RGB conversion, I used the above formula, afterwards, I clamped the values to [0:255]. then I used a 2DTexture in OpenGL for display. So if you are converting YUV to RGB in the future, use the formula from above. If are using the YUV to RGB conversion formula from the earlier post, then you need to display the texture in GL_Float from the values for RGB are clamped between [0:1]
|
community wiki
|
Next try :) I think you're uv buffer is not interleaved. It looks like the U values come first and then the array of V values. Changing the lines to
might indicate if this is really the case.
|
|
wow, I tested out my program with your adjustment and it finally worked. thanks a lot man.it turns out that you were right, the U & V plane are not interlaced as I was originally told. thank you so much nschmidt. I'm rating you up – ReachConnection Jul 13 '09 at 15:07
|
||
|
no problem :). for the record the first guess about the format being 4:1:1 was actually incorrect. You have 4:2:2 format. The real problem was only your data not being interleaved. – nschmidt Jul 14 '09 at 17:54
|


I think you're addressing U and V values incorrectly. Rather than:
It should be something along the lines of
|
|
thanks, I missed this mistake. however, I made the changes and the displayed frame is still mainly in black and white, with pink and green shades here and there. – ReachConnection Jul 10 '09 at 15:08
|
||
|
I just added a image to show how my output looks like – ReachConnection Jul 10 '09 at 15:33
|
The picture looks like you have 4:1:1 format. You should change your lines to
Maybe you can post the result to see, what else is wrong. I find it always hard to think about it. It's much easier to approach this iteratively. |
YUV display in OpenGL的更多相关文章
- 记录一次安装OpenGL的漫长过程
尝试codeblock和Dev-C++ 这学期新开了一门计算机图形图像的课,里面涉及到openGL,中午跑到图书馆开始倒腾OpenGL. 因为电脑里本来有codeblock,于是就想不用教材里面所说的 ...
- Draw the RGB data from kinect C++ via opengl
In order to improve my English writing skills,I am going to write the blogs in English form now! -- ...
- LCD framebuffer驱动设计文档
内容提要:1. android display相关的名词2. 调试LCD驱动需要注意的步骤3. 关于帧缓冲区及I/O内存---------------------------------------- ...
- Direct Access to Video Encoding and Decoding
来源:http://asciiwwdc.com/2014/sessions/513 Direct Access to Video Encoding and Decoding Session 5 ...
- RTSP H264/HEVC 流 Wasm 播放
本文将介绍 RTSP H264/HEVC 裸流如何于网页前端播放.涉及 WebSocket 代理发送流数据, Wasm 前端解码等. 代码: https://github.com/ikuokuo/rt ...
- C++实现数字媒体三维图像变换
C++实现数字媒体三维图像变换 必备环境 glut.h 头文件 glut32.lib 对象文件库 glut32.dll 动态连接库 程序说明 C++实现了用glut画物体对象的功能.并附带放大缩小,旋 ...
- EGL 1.0 学习笔记
http://hi.baidu.com/leo_xxx/item/b01b1fc29abff355ac00ef5c 基本概念 EGL是OpenGL ES与本地Window系统之间的桥梁.EGL创建渲染 ...
- 【2】【MOOC】Python游戏开发入门-北京理工大学【第三部分-游戏开发之机制(屏幕绘制机制)】
学习地址链接:http://www.icourse163.org/course/0809BIT021E-1001873001?utm_campaign=share&utm_medium=and ...
- Starling 2D框架简介(一)
本系列是对Introducing Starling pdf的翻译,下文是对adobe开发人员中心的一片日志的转载,地址为http://www.adobe.com/cn/devnet/flashplay ...
随机推荐
- shell变量类型和运算符
一.shell变量的应用 1.shell变量的种类 ①用户自定义变量:由用户自己定义,修改和使用 ②预定义变量:bash预定义的特殊变量,不能直接修改 ③位置变量:通过命令行给程序传递执行参数 二.变 ...
- java web 之Session
1.Session简单介绍 由于Http是无状态的协议,所以服务端需要记录用户的状态时,就需要某种机制来识别具体的用户,实现这个机制的方式就是session. 典型的场景比如购物车,当你点击下单按钮时 ...
- 第八章.Java集合
Java集合类是一种特别有用的工具类,可用于存储数量不等的对象.Java集合大致可分为Set.List.Queue和Map四种体系 Set代表无序.不可重复的集合 List代表有序.重复的集合 Map ...
- Python中的一些特殊函数
阅读目录 1. 过滤函数filter 2. 映射和归并函数map/reduce 3. 装饰器@(有参数和无参数) 4. 匿名函数lamda 回到顶部 1. 过滤函数filter 定义:filter 函 ...
- 微信公众号开发《一》OAuth2.0网页授权认证获取用户的详细信息,实现自动登陆
原创声明:本文为本人原创作品,绝非他处转账,转载请联系博主 从接触公众号到现在,开发维护了2个公众号,开发过程中遇到很多问题,现在把部分模块功能在这备案一下,做个总结也希望能给其他人帮助 工欲善其事, ...
- jquery点击导航栏选中更换样式
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/ ...
- Python-模块3-re
今天我们就说一个模块,那就是re,不过想要了解re模块,我们得先了解一下什么是正则表达式,有助于我们更好的学习re模块 一.正则表达式 首先, 我们在网页上进行注册或者登陆的时候经常能看到一些格式上的 ...
- 《火星救援》NASA惊现lisp
duang-跳出个界面上面一个lisp程序.
- Python学习系列----第三章 控制流
在python中有三种控制流语句,分别是: if.for.while. 2.1 if 语句 if 语句用来检验一个条件,如果条件为真,我们运行一块语句(称为 if-块),否 则我们处理另外一块语句(称 ...
- DBGridEh常用技巧
一.增加多表头显示方式 DBGridEh1.UseMultiTitle:=True; //打开多标题显示方式 DBGridEh1.Columns[].Title.Caption:='员工编号'; // ...