I lost track of this thread, found it, posted a reply, but it didn't
get posted. Trying again...
In article <
[email protected]>,
>Do you really need a DSP for this? I think you can get what you want
>without using special DSP-chips. A PC and a modern graphic-card will be
>able to do all kinds of warps for you.
I haven't seen a PC do it at 60 Hz for a full 1440x1080 frame. We
have indications that we may need to go up to an 80 Hz frame rate
for our application. For now, for this proof-of-concept activity,
we'll make do with whatever frame rate a 1080p camera gives us
(probably 30 Hz).
>I assume you don't change the warp on the fly. If so you don't need the
>transcendental functions during runtime. Just compute your warp once and
>build a big lookup-table that maps from destination pixel to source
>pixel (with fractinal positions, so you can do the filtering).
Good point, thanks. I hadn't thought of that. It'll be a BIG
lookup table though.
>Can be done on a PC in software, or you can do it inside a vertex-shader
>on the graphic card.
This demo here:
http://www.gillesvidal.com/blogpano/cockpit1.htm
does warping similar to what I want to do. The image shown is clearly
mapped to a sphere, yet the transform to the flat display results in
straight lines being preserved and not subject to curved distortions.
>The real problem will most likely be how you get the movie into the
>machine in realtime.
A camera feeding digital or analog signals into a DSP that does the
transformations? Which brings me back to my original question. I don't
even know what to search for, or where to start looking.
This doesn't seem like a complicated problem (nonlinear
transformation of video frames in real time). I'd hate to re-invent
a solution for a solved problem.
-A