OpenGL(或OpenGL ES)中的图像拼接/纹理混合
我有两个 YUV 图像 (YUV 420 SP),它们已作为纹理加载到片段着色器中。
这些纹理具有重叠区域。
现在,我尝试混合这两种纹理,以便重叠区域的亮度不有任何明显差异。 (基本上缝合图像)
[]
- 你能建议我如何混合/混合/缝合这两个图像的任何方法吗。
- 我在 OpenCV 中遇到了 Alpha Masking 的概念。我不确定它如何适用于 OpenGL。另外,由于我使用的是 YUV 图像,这些图像作为纹理、R 和 RG 组件(用于 Y 和 UV)加载,并在片段着色器中进一步将其转换为 RGB 颜色空间。
注意:我现在不考虑任何几何对齐。我知道混合/缝合后图像看起来不太好,因为图像未正确定向或放置。我的问题只是关于如何处理重叠区域的光度/颜色对齐。
I've got two YUV images (YUV 420 SP), which have been loaded in fragment shader as textures.
These textures are having an overlapping area.
Now, I am trying to blend these two textures such that there should not be any difference visible in the brightness over the overlapping area. (Basically stitching the images)
[]
- Can you suggest any method on how I can mix/blend/stitch these two images.
- I have come across the concept of Alpha Masking in OpenCV. I am not sure how it is applicable in OpenGL. Also, since I am using YUV images, which are loaded as textures, as R and RG component (for Y and UV), and further converting it to RGB Color space in the fragment shader.
Note: I am not considering any geometrical alignment for now. I know after the blending/stitching the image will not quite good looking as the images are not oriented or placed properly. My question is only regarding the photometric/color alignment on how I can handle the overlapping area.
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论