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accelerated textured depth streaming #2
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This was referenced Feb 25, 2020
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Experimental support for: - depth data encoded in Y P010LE Main10 plane - 8 bit color data encoded in UV P010LE Main10 plane See #11 Proof of concept for decoding/rendering side of: bmegli/hardware-video-streaming#2
Working proof-of-concept between: Some first subjective impressions:
Some quick screenshots, same view. |
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Implementation with: - depth encoded in luminance plane - infrared encoded in chroma U/V plane Requires at least KabyLake architecture. Textured depth is implemented only for D435. It is possible to also make it working for D415 (greyscale infrared, not implemented now). Closes #2 implements encoding side of [hardware-video-streaming#2](bmegli/hardware-video-streaming#2)
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- hardware decode and render point clouds with greyscale colors (infrared D435) - depth data encoded in Y P010LE Main10 plane - 8 bit color data encoded in UV P010LE Main10 plane For implementation details see #11 Closes #11 Implements decoding side of [hardware-video-streaming#2](bmegli/hardware-video-streaming#2)
This was referenced Feb 29, 2020
Done, documented, video added. |
This was referenced Mar 10, 2020
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Related to #1
Potential Encoding
Currently only luminance Y plane of HEVC Main10 P010LE (encoding details) is used.
This means that P010LE chroma (interleaved U/V) channel is still unused.
The U/V plane is:
Funnily enough this is exactly the size of D435 infrared greyscale data (which is 8 bit per sample with Y8 format).
If the stride of infrared matches its width it should be possible to:
This is somewhat like 4:2:2 chroma sampling (if you consider IR "to be" the U/V chroma.
The decoding
The decoding would use the same mechanism as currently with additional notes:
SetColors(NativeArray<T>)
NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray
Final notes
This should not affect latency in any significant way but may affect the required bitrate
It is difficult to say anything about the quality of texture encoding without performing some tests
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