vault backup: 2025-03-11 18:33:42

This commit is contained in:
BlueRose 2025-03-11 18:33:43 +08:00
parent aa9658becc
commit 8ecf617235
4 changed files with 274 additions and 10 deletions

View File

@ -0,0 +1,243 @@
# NDI播放模糊问题解决
- bool UNDIMediaReceiver::CaptureConnectedVideo()
```c++
bool UNDIMediaReceiver::Initialize(const FNDIConnectionInformation& InConnectionInformation, UNDIMediaReceiver::EUsage InUsage)
{
if (this->p_receive_instance == nullptr)
{
if (IsValid(this->InternalVideoTexture))
this->InternalVideoTexture->UpdateResource();
// create a non-connected receiver instance
NDIlib_recv_create_v3_t settings;
settings.allow_video_fields = false;
settings.bandwidth = NDIlib_recv_bandwidth_highest;
settings.color_format = NDIlib_recv_color_format_fastest;
p_receive_instance = NDIlib_recv_create_v3(&settings);
// check if it was successful
if (p_receive_instance != nullptr)
{
// If the incoming connection information is valid
if (InConnectionInformation.IsValid())
{
//// Alright we created a non-connected receiver. Lets actually connect
ChangeConnection(InConnectionInformation);
}
if (InUsage == UNDIMediaReceiver::EUsage::Standalone)
{
this->OnNDIReceiverVideoCaptureEvent.Remove(VideoCaptureEventHandle);
VideoCaptureEventHandle = this->OnNDIReceiverVideoCaptureEvent.AddLambda([this](UNDIMediaReceiver* receiver, const NDIlib_video_frame_v2_t& video_frame)
{
FTextureRHIRef ConversionTexture = this->DisplayFrame(video_frame);
if (ConversionTexture != nullptr)
{
if ((GetVideoTextureResource() != nullptr) && (GetVideoTextureResource()->TextureRHI != ConversionTexture))
{
GetVideoTextureResource()->TextureRHI = ConversionTexture;
RHIUpdateTextureReference(this->VideoTexture->TextureReference.TextureReferenceRHI, ConversionTexture);
}
if ((GetInternalVideoTextureResource() != nullptr) && (GetInternalVideoTextureResource()->TextureRHI != ConversionTexture))
{
GetInternalVideoTextureResource()->TextureRHI = ConversionTexture;
RHIUpdateTextureReference(this->InternalVideoTexture->TextureReference.TextureReferenceRHI, ConversionTexture);
}
}
});
// We don't want to limit the engine rendering speed to the sync rate of the connection hook
// into the core delegates render thread 'EndFrame'
FCoreDelegates::OnEndFrameRT.Remove(FrameEndRTHandle);
FrameEndRTHandle.Reset();
FrameEndRTHandle = FCoreDelegates::OnEndFrameRT.AddLambda([this]()
{
while(this->CaptureConnectedMetadata())
; // Potential improvement: limit how much metadata is processed, to avoid appearing to lock up due to a metadata flood
this->CaptureConnectedVideo();
});
#if UE_EDITOR
// We don't want to provide perceived issues with the plugin not working so
// when we get a Pre-exit message, forcefully shutdown the receiver
FCoreDelegates::OnPreExit.AddWeakLambda(this, [&]() {
this->Shutdown();
FCoreDelegates::OnPreExit.RemoveAll(this);
});
// We handle this in the 'Play In Editor' versions as well.
FEditorDelegates::PrePIEEnded.AddWeakLambda(this, [&](const bool) {
this->Shutdown();
FEditorDelegates::PrePIEEnded.RemoveAll(this);
});
#endif
}
return true;
}
}
return false;
}
```
绘制函数
```c++
/**
Attempts to immediately update the 'VideoTexture' object with the last capture video frame
from the connected source
*/
FTextureRHIRef UNDIMediaReceiver::DisplayFrame(const NDIlib_video_frame_v2_t& video_frame)
{
// we need a command list to work with
FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();
// Actually draw the video frame from cpu to gpu
switch(video_frame.frame_format_type)
{
case NDIlib_frame_format_type_progressive:
if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVY)
return DrawProgressiveVideoFrame(RHICmdList, video_frame);
else if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVA)
return DrawProgressiveVideoFrameAlpha(RHICmdList, video_frame);
break;
case NDIlib_frame_format_type_field_0:
case NDIlib_frame_format_type_field_1:
if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVY)
return DrawInterlacedVideoFrame(RHICmdList, video_frame);
else if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVA)
return DrawInterlacedVideoFrameAlpha(RHICmdList, video_frame);
break;
}
return nullptr;
}
```
DrawProgressiveVideoFrame
UNDIMediaReceiver::CaptureConnectedVideo
=>
DisplayFrame NDIlib_frame_format_type_progressive NDIlib_FourCC_video_type_UYVY
=>
DrawProgressiveVideoFrame
## Shader Binding RT
设置RT
```c++
FTextureRHIRef TargetableTexture;
// check for our frame sync object and that we are actually connected to the end point
if (p_framesync_instance != nullptr)
{
// Initialize the frame size parameter
FIntPoint FrameSize = FIntPoint(Result.xres, Result.yres);
if (!RenderTarget.IsValid() || !RenderTargetDescriptor.IsValid() ||
RenderTargetDescriptor.GetSize() != FIntVector(FrameSize.X, FrameSize.Y, 0) ||
DrawMode != EDrawMode::Progressive)
{
// Create the RenderTarget descriptor
RenderTargetDescriptor = FPooledRenderTargetDesc::Create2DDesc(
FrameSize, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_SRGB, false);
// Update the shader resource for the 'SourceTexture'
// The source texture will be given UYVY data, so make it half-width
#if (ENGINE_MAJOR_VERSION > 5) || ((ENGINE_MAJOR_VERSION == 5) && (ENGINE_MINOR_VERSION >= 1))
const FRHITextureCreateDesc CreateDesc = FRHITextureCreateDesc::Create2D(TEXT("NDIMediaReceiverProgressiveSourceTexture"))
.SetExtent(FrameSize.X / 2, FrameSize.Y)
.SetFormat(PF_B8G8R8A8)
.SetNumMips(1)
.SetFlags(ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::Dynamic);
SourceTexture = RHICreateTexture(CreateDesc);
#elif (ENGINE_MAJOR_VERSION == 4) || (ENGINE_MAJOR_VERSION == 5)
FRHIResourceCreateInfo CreateInfo(TEXT("NDIMediaReceiverProgressiveSourceTexture"));
TRefCountPtr<FRHITexture2D> DummyTexture2DRHI;
RHICreateTargetableShaderResource2D(FrameSize.X / 2, FrameSize.Y, PF_B8G8R8A8, 1, TexCreate_Dynamic,
TexCreate_RenderTargetable, false, CreateInfo, SourceTexture,
DummyTexture2DRHI);
#else
#error "Unsupported engine major version"
#endif
// Find a free target-able texture from the render pool
GRenderTargetPool.FindFreeElement(RHICmdList, RenderTargetDescriptor, RenderTarget, TEXT("NDIIO"));
DrawMode = EDrawMode::Progressive;
}
#if ENGINE_MAJOR_VERSION >= 5
TargetableTexture = RenderTarget->GetRHI();
#elif ENGINE_MAJOR_VERSION == 4
TargetableTexture = RenderTarget->GetRenderTargetItem().TargetableTexture;
...
...
// Initialize the Render pass with the conversion texture
FRHITexture* ConversionTexture = TargetableTexture.GetReference();
FRHIRenderPassInfo RPInfo(ConversionTexture, ERenderTargetActions::DontLoad_Store);
// Needs to be called *before* ApplyCachedRenderTargets, since BeginRenderPass is caching the render targets.
RHICmdList.BeginRenderPass(RPInfo, TEXT("NDI Recv Color Conversion"));
```
设置NDI传入的UYVY
```c++
// set the texture parameter of the conversion shader
FNDIIOShaderUYVYtoBGRAPS::Params Params(SourceTexture, SourceTexture, FrameSize,
FVector2D(0, 0), FVector2D(1, 1),
bPerformsRGBtoLinear ? FNDIIOShaderPS::EColorCorrection::sRGBToLinear : FNDIIOShaderPS::EColorCorrection::None,
FVector2D(0.f, 1.f));
ConvertShader->SetParameters(RHICmdList, Params);
// Create the update region structure
FUpdateTextureRegion2D Region(0, 0, 0, 0, FrameSize.X/2, FrameSize.Y);
// Set the Pixel data of the NDI Frame to the SourceTexture
RHIUpdateTexture2D(SourceTexture, 0, Region, Result.line_stride_in_bytes, (uint8*&)Result.p_data);
```
## 解决方案
[NDI plugin质量问题](https://forums.unrealengine.com/t/ndi-plugin-quality-trouble/1970097)
I changed only shader “NDIIO/Shaders/Private/NDIIOShaders.usf”.
For example function **void NDIIOUYVYtoBGRAPS (// Shader from 8 bits UYVY to 8 bits RGBA (alpha set to 1)):**
_WAS:_
```c++
float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
float4 UYVYT = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV);
float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
float4 YUVA;
float FracX = PosX % 2.0f;
YUVA.x = (1 - FracX) * UYVYT.y + FracX * UYVYT.w;
YUVA.yz = UYVYB.zx;
YUVA.w = 1;
```
_I DID:_
```c++
float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
float4 UYVYT0 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(-0.25f / NDIIOShaderUB.InputWidth, 0));
float4 UYVYT1 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(0.25f / NDIIOShaderUB.InputWidth, 0));
float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
float4 YUVA;
float FracX = (PosX % 2.0f) * 0.5f;
YUVA.x = (1 - FracX) * UYVYT1.y + FracX * UYVYT0.w;
YUVA.yz = UYVYB.zx;
YUVA.w = 1;
```
Small changes but result is seems much more better.
Of course, I added a bit of sharpness to the material after I changed the shader, but even without that, the result looks better than in the original version.
滤波资料:https://zhuanlan.zhihu.com/p/633122224
## UYVYYUV422
- https://zhuanlan.zhihu.com/p/695302926
- https://blog.csdn.net/gsp1004/article/details/103037312
![](https://i-blog.csdnimg.cn/blog_migrate/24b41fd36ff7902670e11a8005afb370.jpeg)

View File

@ -68,15 +68,7 @@ rating: ⭐
2. [ ] UnityShader 基础52风格化模型(1)-云(法线传递) https://zhuanlan.zhihu.com/p/551289665 2. [ ] UnityShader 基础52风格化模型(1)-云(法线传递) https://zhuanlan.zhihu.com/p/551289665
1. 建模云模型后,使用一个形状类似的球体进行法线映射。 1. 建模云模型后,使用一个形状类似的球体进行法线映射。
2. 使用ceil制作分色块的Diffuse。 2. 使用ceil制作分色块的Diffuse。
3. [ ] 草 3. [ ] [[#草]]
1. [ ] 蒸汽猫虚幻4重现“哈尔的移动城堡”花园附风格化草地制作分享 https://zhuanlan.zhihu.com/p/272734944
1. 总结要点:
1. 手绘贴图与颜色配比?
2. 关闭阴影与抹平法线
3. 通过映射Noise贴图来制作伪造阴影
4. ...还有其他细节没有说明
2. [ ] https://www.youtube.com/watch?v=Za3kNIJDIPU
3. [ ] https://www.youtube.com/@akbutea_art
4. [ ] 树木 4. [ ] 树木
1. [ ] 《原神》卡渲效果逆向还原 【一、风格化树】 https://zhuanlan.zhihu.com/p/438178299 1. [ ] 《原神》卡渲效果逆向还原 【一、风格化树】 https://zhuanlan.zhihu.com/p/438178299
2. [ ] 一些关于风格化树的学习总结 https://zhuanlan.zhihu.com/p/449599351 2. [ ] 一些关于风格化树的学习总结 https://zhuanlan.zhihu.com/p/449599351
@ -133,3 +125,26 @@ rating: ⭐
2. [ ] 各项异性Kuwahara使用Saliency Map、 Edge Tangent Flow Map进行多重各种异性Kuwahara计算得出结果。 2. [ ] 各项异性Kuwahara使用Saliency Map、 Edge Tangent Flow Map进行多重各种异性Kuwahara计算得出结果。
1. https://zhuanlan.zhihu.com/p/368352199 1. https://zhuanlan.zhihu.com/p/368352199
2. 论文:https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8772035 2. 论文:https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8772035
# 草
相关参考资料
1. [ ] 蒸汽猫虚幻4重现“哈尔的移动城堡”花园附风格化草地制作分享 https://zhuanlan.zhihu.com/p/272734944
2. [ ] 手绘贴图视频
1. [x] https://www.youtube.com/watch?v=Za3kNIJDIPU
- ![[Stylized 3D Grass Tutorial.jpg]]
2. [x] https://www.youtube.com/@akbutea_art
- ![[Viktoriia Zavhorodnia.png]]
## 关键点
- 总结要点:
1. 手绘贴图与颜色配比?
2. 关闭阴影与抹平法线
3. 通过映射Noise贴图来制作伪造阴影
4. ...还有其他细节没有说明
## 风场效果
WPO 风
以及阴影
# 岩石

Binary file not shown.

Binary file not shown.