In AR.JS demo,
Android phones that have multiple rear cameras tend to use the wrong lens, such as a telescopic lens. For example, Huawei mate 20 pro uses the 3x lens.
How do I select the right camera to use?
I'm facing the same issue, i tried using opera, it detects all cameras and allows you to choose the one you want. but, in my case (Samsung Note 10+) the zoom cameras and front camera work,yet the main one doesn't.
Check if it works with your phone.
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I wanted to capture a pair of stereo images with my iPhone camera. I wanted to know how could I do it. What ai have tried so far is, clicked one photo moved my phone a little to the right (almost 1.5 inches), but I did not get the desired results.
I want to rectify those images before I could apply opencv's StereoBM_create function to them. But I can't capture proper stereo images.
Basically, I have a prototype ready with OpenCV that captures images from connected webcams. We need to ship it to customers and they include Surface Pro users, which has an integrated rear camera.
I am not sure whether it would work on that device or not i.e. whether my code would detect the integrated Surface Pro camera or not. We currently do not have access to such a machine.
So, is there a way validate this? I can think of two options:
Is there any emulator available for Surface Pro camera?
Does OpenCV provide a list of cameras which it supports?
Would really appreciate any form of assistance here!
OpenCV works via the OS camera drivers. If the Surface Pro camera appears as a normal camera to Windows OpenCV should see it as just another camera.
For record's sake - This Stack Overflow answer gives the code for iterating available devices.
And personally I can verify that OpenCV works with the Surface Pro cameras (front and rear). We are using the EMGU port of it.
I am doing a project regarding image processing and multiple person counting and was wondering, how exactly can I plug my ION AIR PRO PLUS video recording device (similar to a goPro), and use it as my 'webcam'? Basically, I want to plug it in and then access it via a live feed using Microsoft Visual Studio 2010 and OpenCV, and then do real time tracking of people walking.
What I am struggling with is accessing the external camera from my program. Anyone know how to do this?
The video camera has no wifi, only an hdmi output, RGB cable output and a USB.
Attach the USB cable and instantiate cv::VideoCaputre(0). In Linux local cameras have number indices I think in Windows should be the same.
Peter, In the past I have worked on camera products on Windows XP & 7. On windows usb cameras can be accessed using directshow.
You can implement a directshow filter for people tracking algorithm and fit it in the direct show pipeline soon after your camera plugin.
Here is a link to an application stack that may suit your use case(to give you an idea):
http://www.e-consystems.com/blog/camera/?p=1302
The recent windows operating systems that run WinRT, use a latest framework called MediaFoundation. As its very new there are some limitations we found when we tried to build similar applications.
To quickly see a preview out of your camera, pls google for "graphedit" and install it on a Windows 7 pc. Its a fairly simple tool. You can drag and drop your camera, if directshow is supported, then render its output pin and play for preview.
I do not think this is a standard webcam, it appears to work only as a mass storage device. One thing you can try is removing the micro sd card and connect it to the computer. This works on some cameras.
Assuming this does not work, one option would be to purchase an HDMI capture card. The YK762H PCI-E card costs around $40, and will allow you to use the camera with OpenCV, the videoInput library, or DirectShow.
The other option is to use the WiFi live preview. You would have to figure out the commands sent to the camera. This has already been done with the SJCam wifi cameras, the GoPro models, and Sony cameras such as the QX-10 and HDR-AS100V.
Here is a possibly unanswerable question...
How do I create a website capable of displaying 3D images on a 3D capable display/monitor without using plugins?
Ignore the issues of bandwidth as they are not an issue. I also wish to avoid the red/green effect (anaglyph) as they have many problems. I figure that I could simply display an 120Hz video but then how do I sync the left and right image up with the screen's timing?
Any help would be appreciated however 'impossible' is never an answer.
Thanks
One solution could be to mimic the red/green 3d effect. You'd pass the left and right eye images through a filter and then display them on top of each other, though I'm not sure how off the top of my head. If you could make the views transparent that might work.
You wouldn't need to display anything at 120 Hz or have any synchronisation or plugins.
Google Streetview uses this 3d mode.
There is no way a browser has access to the graphic adapter specific driver libraries. hence it is not possible to make a website even with a plugin. Not to mention that most graphic adapters cant handle windowed 3D frames except proffesional Quadro cards. Every other 3D capable card has to run under certain resolutions and full screen.
First of all, I'm really not sure that there's a good way to sync output with the screen refresh. This is because anything running in a browser is subject to the browser's compositing and rendering.
You may want to look into WebGL--it's essentially a subset of OpenGL intended to provide hardware accelerated graphics in the browser. It's also supported by all of the beta or upcoming versions of the major browsers. Unfortunately, without any syncing mechanism, I don't know of any way to support the polarization method of 3D.
I would like to capture high resolution image with Windows Mobile device. I've tried the example from WM SDK, but it captures just a single frame of video camera and the resolution is poor.
Has anyone any experience with image capturing on Pocket PC with C++?
Thanks
You need to change the filter used by the example code to capture a high-resolution image. When you use the viewfinder in a digital camera, the camera "simulates" a video camera look by applying the lowest resolution filter and then rapidly taking and displaying single frames. When you click the button to take a high-res picture, the camera has to swap out the low-res filter for the high-res filter and then take the high-res picture - this is why (cheap) digital cameras always take so long to snap a picture.
I don't know which code example you're working with, but if it's the one I used it defaults to using the lowest resolution filter. There should be a line in it somewhere that selects the filter. You just need to change the value passed from 0 to (probably) 3 or 4 for the highest resolution.