Create a new window on top of camera feed

asked 2015-07-31 09:30:37 -0600

updated 2015-08-01 03:01:31 -0600

I have an application for OpenCV where I am looking to create a camera feed and then draw on top of the camera feed. My first thought is that I probably need two windows or views. One to output the camera feed only and the other would be a transparent window sitting on top of the camera feed window that I could draw to. For performance reasons I figure it does not make sense to update the cv::Mat in the window that is outputting the camera feed so I will do it on top of the camera feed in a new window as I will be doing a lot of drawing, computation, and updating. Am I thinking about this in the correct way? Is this something that can be done in OpenCV? If so, how would something like this be setup?

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"it does not make sense to update the cv::Mat that is being displayed in the camera feed." - hmm, that sounds like 'premature optimization' don't be afraid of drawing a few lines, it's dead cheap.

berak gravatar imageberak ( 2015-08-01 02:57:42 -0600 )edit

So do you think it would be a better idea to draw directly onto the cv::Mat that is being output from my camera? Do you think that this will slow down my FPS if I do all of this logic inside of my camera loop?

agnosticdev gravatar imageagnosticdev ( 2015-08-01 03:05:17 -0600 )edit

compared to what ? ;)

again, profile, and then worry.

berak gravatar imageberak ( 2015-08-01 03:12:27 -0600 )edit

So here is the reason that I am concerned. I am performing a SURF detection for keypoints on every cv::Mat that comes off the camera feed. When I detect that I have a good set of matches I need to draw to the cv::Mat. That is all fine except when I was performing SURF detection inside that camera loop I was getting around 3-4 FPS so to increase performance I move the entire SURF detection process to a background thread and now I am getting 12-13 FPS. This is why I am concerned. I feel that to not slow down the camera feed it might be a good idea to draw on top of the camera feed instead of directly to it.

agnosticdev gravatar imageagnosticdev ( 2015-08-01 03:24:42 -0600 )edit

yes, SURF keypoint detection is very expensive, drawing is cheap.

again, profile , don't just guess.

berak gravatar imageberak ( 2015-08-01 03:26:35 -0600 )edit

OK, will do. Thank you. I will look into drawing directly to the camera frame.

agnosticdev gravatar imageagnosticdev ( 2015-08-01 03:37:57 -0600 )edit

here's some code:

int64 t0 = cv::getTickCount();
// some operation
int64 t1 = cv::getTickCount();
double timeSpent = (t1-t0)/cv::getTickFrequency();
berak gravatar imageberak ( 2015-08-01 03:42:12 -0600 )edit

Thank you. I am using this in my camera feed already, but as I rework my background SURF computations I may want to use it there too.

agnosticdev gravatar imageagnosticdev ( 2015-08-01 03:54:58 -0600 )edit

The tracking code running on the background thread takes 0.234629 sec to run the computation so keeping the cv::Mat's updated in the camera thread lags a bit.

agnosticdev gravatar imageagnosticdev ( 2015-08-01 21:14:28 -0600 )edit