» OpticalFlow DX11 for real
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OpticalFlow DX11 for real

effect gpu dx11 CV shader optical flow
Credits: vux, princemio, Horn and Schunck, Lucas and Kanade


This is my first contribution, if you have tips would be really worthy!

It contains Optical Flow solutions based on Horn and Schunck and Lucas and Kanade papers. I used them for my bachelor thesis, introducing intrinsic variations (5x5 kernel for derivatives or iterations in HS) and extrinsic (preprocessing and postprocessing) that increase the quality of the prediction. The results are given in RGB and vector representation.

Developed at Waltz Binaire http://waltzbinaire.com/


28.06.17 [10:30 UTC] by otosatram | 151 downloads

ggml 28/06/2017 - 00:48

hi! how is the rg texture accesible? OF texture looks black. thanks!

otosatram 28/06/2017 - 10:34

The rg texture is the output from the OpticalflowHS and OpticalflowLK, if you pre or postprocess it the colours will get softer, but should still be there. With a boost you should be able to visualize it. Tell me if it works!

mburk 28/06/2017 - 10:50


sebescudie 28/06/2017 - 11:39

wooooo thanks!!

princemio 28/06/2017 - 11:57

@ggml move ;)

ggml 28/06/2017 - 12:27

@prince cannot confirm

m4d 29/06/2017 - 12:11

spot on!

eps 30/06/2017 - 18:21

to see the texture one must scale it up (e.g. by hscb texfx)
obv the original values are pretty subtle

andresc4 06/07/2017 - 18:22

nice one!!
this is super usefull

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~2h ago

mrboni: how to convert between shared memory name (ie SharedMemory ex9) and handle (dx11 FromSharedTexture) ?

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