# opentl::cvprocess Namespace Reference

## Classes
class | And
| executes And operation on 2 (binary) input textures (separate for each channel) Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More...
class | BackgroundFgSub
class | BackgroundSub
class | Bayer
class | BayerRG2GRAY
| GPU based debayering. Derived class from GpuStdShaders. Bi-linear debayering with edge sensitivity based on paper "fast demosaic by frequency replacement" Output format is a single channel grayscale texture. More...
class | BayerRG2RGB
| GPU based debayering. Derived class from GpuStdShaders. Bi-linear debayering with edge sensitivity based on paper "fast demosaic by frequency replacement" Output format is RGB texture. More...
class | BGR2GRAY
| BGR to Grayscale conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | BGR2HSV
| BGR to HSV conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | Classify
| selects the highest value of e.g. segmented textures texture1 --> likelihood class 1 texture2 --> likelihood class 2 Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More...
class | ColorGMM
| Color segmentation filter using Gaussian Mixture Modells. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | ColorGMM2
| Color segmentation filter using Gaussian Mixture Modells. usable for 2 dimensional color mixtures (e.g. H and S channel only) NOTES: -GMM values are for color ranges between 0 and 255! number of mixtures is limited!! ( maximum number of gmms (classes) is limited!! ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | ColorHistShader
| This is a shader example for computing the color histogram of an image, inside a specific ROI, and under a specific binary mask (shadow). More...
class | ColorHistSum
| This is a shader example for computing a histogram out of partial histogram (by simply summing them, bin per bin) NOTE: Derived class from GpuStdShaders. More...
class | ColourDetector
class | ColourHist2D
class | CV
class | CvtColour
class | DebugUInt2Float
| Shader for debugging: allows to convert an unsigned int texture to float OR display the texture on the screen. Derived class from GpuStdShaders. ATTENTION: This TEMPLATE filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! -> pay attention what kind of texture sampler type is used in the shader code. More...
class | DisparityMapGPU
| Class for computing the disparity map of two stereo images. More...
class | EdgeMap
class | FaceDetect
class | FASTFeatureDetector
| This class computed the "Features from Accelerated Segment test" corners detectN: N is the number of pixels on the circle, which have to have the same pixel value as the center : grayscale image. More...
class | FisherColor
class | FlipV
| Flip texture vertically. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | GlFbo
class | GlShaderMgr
| Class for managing GPU shader code (GLSL). Uses singleton pattern to avoid duplicate allocation of program and shader code objectModels. More...
class | GpuStdShaders
| Abstract base class for standard shader operations on the GPU. Add actual standard shader implementations by deriving this class. See 0_Template.h as an example. More...
class | GRAY2Sobel
| GRAY2Sobel filter. Applies a horizontal and vertical Sobel filter to a grayscale texture. Resulting texture channel values: .r = hEdge , .g = vEdge, b = norm(sobelHV) The resulting texture must support signed values and have double number of bits per channel. More...
class | Grayscale
| Color to Grayscale filter. Derived class from GpuStdShaders. ATTENTION: This TEMPLATE filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! -> pay attention what kind of texture sampler type is used in the shader code. More...
class | Laplacian
| Laplacian filter. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | Moments
class | MotionSegment
class | NonMaxSupression
| Non maximum supression filter. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | Not
| executes Not operation on 2 (binary) input textures (separate for each channel) Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More...
class | OpticalFlow
class | Or
| executes Or operation on 2 (binary) input textures (separate for each channel) Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More...
class | OrientedDT
| Class for computing the oriented distance transform. More...
class | PixelCount
| Computes the sum of all white(value == 255) pixels Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | RGB2GRAY
| RGB to Grayscale conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | RGB2HSV
| RGB to HSV conversion. Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only. More...
class | Subtract
| executes Subtract operation on 2 input textures Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More...
class | SurfFeatures
class | Xor
| executes Xor operation on 2 input textures --> subtracts 2 textures and sets the pixel to ZERO if negative Derived class from GpuStdShaders. ATTENTION: This filter works with a source texture of type GL_TEXTURE_RECTANGLE_ARB only! More...
## Variables
string | psSAD
string | psStereoOnePass
string | psSUM []
string | psTex0

## Variable Documentation

string opentl::cvprocess::psSAD

Initial value:

     "!!ARBfp1.0\n\
    # SAD computation:\n\
    #               outColor = SAD(inLeft, inRight);\n\
    \n\
    # Fragment inputs\n\
    ATTRIB inTexCoord1 = fragment.texcoord[0];      # First set of texture coordinates\n\
    ATTRIB inTexCoord2 = fragment.texcoord[1];      # Second set of texture coordinates\n\
    ATTRIB inColor    = fragment.color.primary; # Diffuse interpolated color\n\
    \n\
    # Fragment outputs\n\
    OUTPUT outColor   = result.color;\n\
    \n\
    \n\
    # Constant\n\
    PARAM sum = {1, 1, 1, 1};\n\
    TEMP texelColor1;\n\
    TEMP texelColor2;\n\
    TEMP diff;\n\
    TEMP sad;\n\
    TXP texelColor1, inTexCoord1, texture[0], 2D;\n\
    TXP texelColor2, inTexCoord2, texture[1], 2D; \n\
    #MUL outColor, texelColor, inColor;  # Modulate texel color with vertex color\n\
    #ADD outColor, texelColor1, texelColor2;  # Add texel color to vertex color\n\
    SUB diff, texelColor1, texelColor2;\n\
    ABS diff, diff;\n\
    DP3 outColor, diff, sum;\n\
    \n\
    END\n\
    "

string opentl::cvprocess::psStereoOnePass

Initial value:

     "!!ARBfp1.0 \n\
    # Fragment inputs \n\
    ATTRIB inTexCoord1 = fragment.texcoord[0];      # First set of texture coordinates \n\
    ATTRIB inTexCoord2 = fragment.texcoord[1];      # Second set of texture coordinates \n\
    ATTRIB inColor    = fragment.color.primary; # Diffuse interpolated color \n\
    # Fragment outputs \n\
    OUTPUT outColor   = result.color; \n\
    OUTPUT outDepth   = result.depth; \n\
    # Constant \n\
    PARAM sum = {1, 1, 1, 1};\n\
    TEMP texelColor1;\n\
    TEMP texelColor2;\n\
    TEMP diff;\n\
    TEMP sad;\n\
    TXP texelColor1, inTexCoord1, texture[0], 2D; \n\
    TXP texelColor2, inTexCoord2, texture[1], 2D; \n\
    #TEX texelColor1, inTexCoord1, texture[0], 2D; \n\
    #TEX texelColor2, inTexCoord2, texture[1], 2D; \n\
    #MUL outColor, texelColor, inColor;  # Modulate texel color with vertex color \n\
    ADD outColor, texelColor1, texelColor2;  # Add texel color to vertex color \n\
    SUB diff, texelColor1, texelColor2;\n\
    ABS diff, diff;\n\
    DP3 outDepth, diff, sum;\n\
    MOV outColor.rgb, inColor;\n\
    #MOV outDepth, sad;\n\
    #MOV outColor, texelColor2;\n\
    END\n\
    "

string opentl::cvprocess::psSUM[]

string opentl::cvprocess::psTex0

Initial value:

     "!!ARBfp1.0\n\
    # just copy the color from texture unit 0;\n\
    # Fragment inputs\n\
    ATTRIB inTexCoord1 = fragment.texcoord[0];      # First set of texture coordinates\n\
    \n\
    # Fragment outputs\n\
    OUTPUT outColor   = result.color;\n\
    \n\
    # Constant\n\
    TEMP texelColor1;\n\
    \n\
    TEX texelColor1, inTexCoord1, texture[0], 2D;\n\
    MOV outColor, texelColor1;\n\
    \n\
    END\n\
    "