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
- MyBatis_注解式开发
一.注解式开发 mybatis的注解主要替换映射文件. 二.基础语法 注解首字母大写,因为注解与类.接口是同一级别的(类同一层级的:类,接口,注解,枚举).一个注解,后台对应着一个@interface ...
- java设计模式-观察者模式学习
最近学习了设计模式中的观察者模式,在这里记录下学习成果. 观察者模式,个人理解:就是一个一对多模型,一个主体做了事情,其余多个主体都可以观察到.只不过这个主体可以决定谁去观察他,以及做什么事情可以给别 ...
- java TreeSet 实现存自定义不可重复数据
本文主要是介绍一下java集合中的比较重要的Set接口下的可实现类TreeSet TreeSet类,底层用二叉树的数据结构 * 集合中以有序的方式插入和抽取元素. * 添加到TreeSet中的元素必须 ...
- css text-shadow
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/ ...
- 洛谷P3952 时间复杂度(模拟)
题意 题目链接 Sol 咕了一年的题解..就是个模拟吧 考场上写的递归也是醉了... 感觉一年自己进步了不少啊..面向数据编程的能力提高了不少 #include<bits/stdc++.h> ...
- CSS清浮动方法总结
浮动----会使当前标签产生上浮效果,从而导致父标签高度塌陷的问题 1. 给父元素指定高度 <div style="height:200px"> <div sty ...
- Java数字和字符串的相互转换(BigDecimal的使用)
String s = "100."; double d1 = "1.23"; double d = Double.parseDouble(s); s = Str ...
- arm汇编学习(三)
一.ndk编译android上运行的c程序 新建个hello目录,底下要有jni目录,下面就是Android.mk文件 1.Android.mk文件内容如下: LOCAL_PATH:= $(call ...
- [翻译] 单例(Singleton)
英文原文: https://sourcemaking.com/design_patterns/singleton 意图 确保一个类只有一个实例,并提供一个访问其实例的全局点: 封装 “即时初始化” ( ...
- maven学习(四)maven的生命周期
官网:http://maven.apache.org/guides/introduction/introduction-to-the-lifecycle.html maven有三套相互独立的生命周期, ...


