Android Camera2 API Showing Processed Preview Image
up vote
6
down vote
favorite
New Camera 2 API is very different from old one.Showing the manipulated camera frames to user part of pipeline is confuses me. I know there is very good explanation on Camera preview image data processing with Android L and Camera2 API but showing frames is still not clear. My question is what is the way of showing frames on screen which came from ImageReaders callback function after some processing while preserving efficiency and speed in Camera2 api pipeline?
Example Flow :
camera.add_target(imagereader.getsurface) -> on imagereaders callback do some processing -> (show that processed image on screen?)
Workaround Idea : Sending bitmaps to imageview every time new frame processed.
android android-camera
add a comment |
up vote
6
down vote
favorite
New Camera 2 API is very different from old one.Showing the manipulated camera frames to user part of pipeline is confuses me. I know there is very good explanation on Camera preview image data processing with Android L and Camera2 API but showing frames is still not clear. My question is what is the way of showing frames on screen which came from ImageReaders callback function after some processing while preserving efficiency and speed in Camera2 api pipeline?
Example Flow :
camera.add_target(imagereader.getsurface) -> on imagereaders callback do some processing -> (show that processed image on screen?)
Workaround Idea : Sending bitmaps to imageview every time new frame processed.
android android-camera
1
Are you trying to do this for every preview frame, or only once in a while (for every high-resolution still capture, for example)? Depending on the rate and resolution, different display approaches might be more appropriate.
– Eddy Talvala
Sep 23 '15 at 17:15
Every frame actually. I know there will be frames which can not be shown due to the time loss by image processing. If YUV format gives mi 30 fps on preview and I can able to process that 20 frames of total 30 per second I want to show that 20 frame on screen.
– rcmalli
Sep 23 '15 at 19:38
add a comment |
up vote
6
down vote
favorite
up vote
6
down vote
favorite
New Camera 2 API is very different from old one.Showing the manipulated camera frames to user part of pipeline is confuses me. I know there is very good explanation on Camera preview image data processing with Android L and Camera2 API but showing frames is still not clear. My question is what is the way of showing frames on screen which came from ImageReaders callback function after some processing while preserving efficiency and speed in Camera2 api pipeline?
Example Flow :
camera.add_target(imagereader.getsurface) -> on imagereaders callback do some processing -> (show that processed image on screen?)
Workaround Idea : Sending bitmaps to imageview every time new frame processed.
android android-camera
New Camera 2 API is very different from old one.Showing the manipulated camera frames to user part of pipeline is confuses me. I know there is very good explanation on Camera preview image data processing with Android L and Camera2 API but showing frames is still not clear. My question is what is the way of showing frames on screen which came from ImageReaders callback function after some processing while preserving efficiency and speed in Camera2 api pipeline?
Example Flow :
camera.add_target(imagereader.getsurface) -> on imagereaders callback do some processing -> (show that processed image on screen?)
Workaround Idea : Sending bitmaps to imageview every time new frame processed.
android android-camera
android android-camera
edited May 23 '17 at 11:33
Community♦
11
11
asked Sep 22 '15 at 19:32
rcmalli
15038
15038
1
Are you trying to do this for every preview frame, or only once in a while (for every high-resolution still capture, for example)? Depending on the rate and resolution, different display approaches might be more appropriate.
– Eddy Talvala
Sep 23 '15 at 17:15
Every frame actually. I know there will be frames which can not be shown due to the time loss by image processing. If YUV format gives mi 30 fps on preview and I can able to process that 20 frames of total 30 per second I want to show that 20 frame on screen.
– rcmalli
Sep 23 '15 at 19:38
add a comment |
1
Are you trying to do this for every preview frame, or only once in a while (for every high-resolution still capture, for example)? Depending on the rate and resolution, different display approaches might be more appropriate.
– Eddy Talvala
Sep 23 '15 at 17:15
Every frame actually. I know there will be frames which can not be shown due to the time loss by image processing. If YUV format gives mi 30 fps on preview and I can able to process that 20 frames of total 30 per second I want to show that 20 frame on screen.
– rcmalli
Sep 23 '15 at 19:38
1
1
Are you trying to do this for every preview frame, or only once in a while (for every high-resolution still capture, for example)? Depending on the rate and resolution, different display approaches might be more appropriate.
– Eddy Talvala
Sep 23 '15 at 17:15
Are you trying to do this for every preview frame, or only once in a while (for every high-resolution still capture, for example)? Depending on the rate and resolution, different display approaches might be more appropriate.
– Eddy Talvala
Sep 23 '15 at 17:15
Every frame actually. I know there will be frames which can not be shown due to the time loss by image processing. If YUV format gives mi 30 fps on preview and I can able to process that 20 frames of total 30 per second I want to show that 20 frame on screen.
– rcmalli
Sep 23 '15 at 19:38
Every frame actually. I know there will be frames which can not be shown due to the time loss by image processing. If YUV format gives mi 30 fps on preview and I can able to process that 20 frames of total 30 per second I want to show that 20 frame on screen.
– rcmalli
Sep 23 '15 at 19:38
add a comment |
1 Answer
1
active
oldest
votes
up vote
14
down vote
accepted
Edit after clarification of the question; original answer at bottom
Depends on where you're doing your processing.
If you're using RenderScript, you can connect a Surface from a SurfaceView or a TextureView to an Allocation (with setSurface), and then write your processed output to that Allocation and send it out with Allocation.ioSend(). The HDR Viewfinder demo uses this approach.
If you're doing EGL shader-based processing, you can connect a Surface to an EGLSurface with eglCreateWindowSurface, with the Surface as the native_window argument. Then you can render your final output to that EGLSurface and when you call eglSwapBuffers, the buffer will be sent to the screen.
If you're doing native processing, you can use the NDK ANativeWindow methods to write to a Surface you pass from Java and convert to an ANativeWindow.
If you're doing Java-level processing, that's really slow and you probably don't want to. But can use the new Android M ImageWriter class, or upload a texture to EGL every frame.
Or as you say, draw to an ImageView every frame, but that'll be slow.
Original answer:
If you are capturing JPEG images, you can simply copy the contents of the ByteBuffer from Image.getPlanes()[0].getBuffer()
into a byte
, and then use BitmapFactory.decodeByteArray
to convert it to a Bitmap.
If you are capturing YUV_420_888 images, then you need to write your own conversion code from the 3-plane YCbCr 4:2:0 format to something you can display, such as a int of RGB values to create a Bitmap from; unfortunately there's not yet a convenient API for this.
If you are capturing RAW_SENSOR images (Bayer-pattern unprocessed sensor data), then you need to do a whole lot of image processing or just save a DNG.
As I stated that on question I have asked how to show that already read and processed frames on screen not how to convert data types but thanks anyways.
– rcmalli
Sep 22 '15 at 21:41
updated answer to hopefully match the question.
– Eddy Talvala
Sep 25 '15 at 18:56
1
Very well explained. I assume that answer will guide people who use new API .I am sorry about unclear question at the beginning.
– rcmalli
Sep 25 '15 at 19:09
1
@EddyTalvala, what do you suggest to use for filtered video recording (with showing preview)? Or maybe I should use completely another approach?
– Oleksandr
May 29 '16 at 15:10
2
If you want the recorded video to be filtered, you need to receive a frame from the camera, filter it, and then send it to screen and a video encoder. You can get a Surface from a MediaRecorder or MediaCodec, and send data to it from OpenGL by using the Surface to create a new EGLImage, or from Java with an ImageWriter, or from RenderScript with an Allocation.ioSend(). Which works best depends on how you want to write your filter.
– Eddy Talvala
May 31 '16 at 3:36
|
show 1 more comment
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
14
down vote
accepted
Edit after clarification of the question; original answer at bottom
Depends on where you're doing your processing.
If you're using RenderScript, you can connect a Surface from a SurfaceView or a TextureView to an Allocation (with setSurface), and then write your processed output to that Allocation and send it out with Allocation.ioSend(). The HDR Viewfinder demo uses this approach.
If you're doing EGL shader-based processing, you can connect a Surface to an EGLSurface with eglCreateWindowSurface, with the Surface as the native_window argument. Then you can render your final output to that EGLSurface and when you call eglSwapBuffers, the buffer will be sent to the screen.
If you're doing native processing, you can use the NDK ANativeWindow methods to write to a Surface you pass from Java and convert to an ANativeWindow.
If you're doing Java-level processing, that's really slow and you probably don't want to. But can use the new Android M ImageWriter class, or upload a texture to EGL every frame.
Or as you say, draw to an ImageView every frame, but that'll be slow.
Original answer:
If you are capturing JPEG images, you can simply copy the contents of the ByteBuffer from Image.getPlanes()[0].getBuffer()
into a byte
, and then use BitmapFactory.decodeByteArray
to convert it to a Bitmap.
If you are capturing YUV_420_888 images, then you need to write your own conversion code from the 3-plane YCbCr 4:2:0 format to something you can display, such as a int of RGB values to create a Bitmap from; unfortunately there's not yet a convenient API for this.
If you are capturing RAW_SENSOR images (Bayer-pattern unprocessed sensor data), then you need to do a whole lot of image processing or just save a DNG.
As I stated that on question I have asked how to show that already read and processed frames on screen not how to convert data types but thanks anyways.
– rcmalli
Sep 22 '15 at 21:41
updated answer to hopefully match the question.
– Eddy Talvala
Sep 25 '15 at 18:56
1
Very well explained. I assume that answer will guide people who use new API .I am sorry about unclear question at the beginning.
– rcmalli
Sep 25 '15 at 19:09
1
@EddyTalvala, what do you suggest to use for filtered video recording (with showing preview)? Or maybe I should use completely another approach?
– Oleksandr
May 29 '16 at 15:10
2
If you want the recorded video to be filtered, you need to receive a frame from the camera, filter it, and then send it to screen and a video encoder. You can get a Surface from a MediaRecorder or MediaCodec, and send data to it from OpenGL by using the Surface to create a new EGLImage, or from Java with an ImageWriter, or from RenderScript with an Allocation.ioSend(). Which works best depends on how you want to write your filter.
– Eddy Talvala
May 31 '16 at 3:36
|
show 1 more comment
up vote
14
down vote
accepted
Edit after clarification of the question; original answer at bottom
Depends on where you're doing your processing.
If you're using RenderScript, you can connect a Surface from a SurfaceView or a TextureView to an Allocation (with setSurface), and then write your processed output to that Allocation and send it out with Allocation.ioSend(). The HDR Viewfinder demo uses this approach.
If you're doing EGL shader-based processing, you can connect a Surface to an EGLSurface with eglCreateWindowSurface, with the Surface as the native_window argument. Then you can render your final output to that EGLSurface and when you call eglSwapBuffers, the buffer will be sent to the screen.
If you're doing native processing, you can use the NDK ANativeWindow methods to write to a Surface you pass from Java and convert to an ANativeWindow.
If you're doing Java-level processing, that's really slow and you probably don't want to. But can use the new Android M ImageWriter class, or upload a texture to EGL every frame.
Or as you say, draw to an ImageView every frame, but that'll be slow.
Original answer:
If you are capturing JPEG images, you can simply copy the contents of the ByteBuffer from Image.getPlanes()[0].getBuffer()
into a byte
, and then use BitmapFactory.decodeByteArray
to convert it to a Bitmap.
If you are capturing YUV_420_888 images, then you need to write your own conversion code from the 3-plane YCbCr 4:2:0 format to something you can display, such as a int of RGB values to create a Bitmap from; unfortunately there's not yet a convenient API for this.
If you are capturing RAW_SENSOR images (Bayer-pattern unprocessed sensor data), then you need to do a whole lot of image processing or just save a DNG.
As I stated that on question I have asked how to show that already read and processed frames on screen not how to convert data types but thanks anyways.
– rcmalli
Sep 22 '15 at 21:41
updated answer to hopefully match the question.
– Eddy Talvala
Sep 25 '15 at 18:56
1
Very well explained. I assume that answer will guide people who use new API .I am sorry about unclear question at the beginning.
– rcmalli
Sep 25 '15 at 19:09
1
@EddyTalvala, what do you suggest to use for filtered video recording (with showing preview)? Or maybe I should use completely another approach?
– Oleksandr
May 29 '16 at 15:10
2
If you want the recorded video to be filtered, you need to receive a frame from the camera, filter it, and then send it to screen and a video encoder. You can get a Surface from a MediaRecorder or MediaCodec, and send data to it from OpenGL by using the Surface to create a new EGLImage, or from Java with an ImageWriter, or from RenderScript with an Allocation.ioSend(). Which works best depends on how you want to write your filter.
– Eddy Talvala
May 31 '16 at 3:36
|
show 1 more comment
up vote
14
down vote
accepted
up vote
14
down vote
accepted
Edit after clarification of the question; original answer at bottom
Depends on where you're doing your processing.
If you're using RenderScript, you can connect a Surface from a SurfaceView or a TextureView to an Allocation (with setSurface), and then write your processed output to that Allocation and send it out with Allocation.ioSend(). The HDR Viewfinder demo uses this approach.
If you're doing EGL shader-based processing, you can connect a Surface to an EGLSurface with eglCreateWindowSurface, with the Surface as the native_window argument. Then you can render your final output to that EGLSurface and when you call eglSwapBuffers, the buffer will be sent to the screen.
If you're doing native processing, you can use the NDK ANativeWindow methods to write to a Surface you pass from Java and convert to an ANativeWindow.
If you're doing Java-level processing, that's really slow and you probably don't want to. But can use the new Android M ImageWriter class, or upload a texture to EGL every frame.
Or as you say, draw to an ImageView every frame, but that'll be slow.
Original answer:
If you are capturing JPEG images, you can simply copy the contents of the ByteBuffer from Image.getPlanes()[0].getBuffer()
into a byte
, and then use BitmapFactory.decodeByteArray
to convert it to a Bitmap.
If you are capturing YUV_420_888 images, then you need to write your own conversion code from the 3-plane YCbCr 4:2:0 format to something you can display, such as a int of RGB values to create a Bitmap from; unfortunately there's not yet a convenient API for this.
If you are capturing RAW_SENSOR images (Bayer-pattern unprocessed sensor data), then you need to do a whole lot of image processing or just save a DNG.
Edit after clarification of the question; original answer at bottom
Depends on where you're doing your processing.
If you're using RenderScript, you can connect a Surface from a SurfaceView or a TextureView to an Allocation (with setSurface), and then write your processed output to that Allocation and send it out with Allocation.ioSend(). The HDR Viewfinder demo uses this approach.
If you're doing EGL shader-based processing, you can connect a Surface to an EGLSurface with eglCreateWindowSurface, with the Surface as the native_window argument. Then you can render your final output to that EGLSurface and when you call eglSwapBuffers, the buffer will be sent to the screen.
If you're doing native processing, you can use the NDK ANativeWindow methods to write to a Surface you pass from Java and convert to an ANativeWindow.
If you're doing Java-level processing, that's really slow and you probably don't want to. But can use the new Android M ImageWriter class, or upload a texture to EGL every frame.
Or as you say, draw to an ImageView every frame, but that'll be slow.
Original answer:
If you are capturing JPEG images, you can simply copy the contents of the ByteBuffer from Image.getPlanes()[0].getBuffer()
into a byte
, and then use BitmapFactory.decodeByteArray
to convert it to a Bitmap.
If you are capturing YUV_420_888 images, then you need to write your own conversion code from the 3-plane YCbCr 4:2:0 format to something you can display, such as a int of RGB values to create a Bitmap from; unfortunately there's not yet a convenient API for this.
If you are capturing RAW_SENSOR images (Bayer-pattern unprocessed sensor data), then you need to do a whole lot of image processing or just save a DNG.
edited Sep 25 '15 at 18:54
answered Sep 22 '15 at 21:20
Eddy Talvala
11.2k12634
11.2k12634
As I stated that on question I have asked how to show that already read and processed frames on screen not how to convert data types but thanks anyways.
– rcmalli
Sep 22 '15 at 21:41
updated answer to hopefully match the question.
– Eddy Talvala
Sep 25 '15 at 18:56
1
Very well explained. I assume that answer will guide people who use new API .I am sorry about unclear question at the beginning.
– rcmalli
Sep 25 '15 at 19:09
1
@EddyTalvala, what do you suggest to use for filtered video recording (with showing preview)? Or maybe I should use completely another approach?
– Oleksandr
May 29 '16 at 15:10
2
If you want the recorded video to be filtered, you need to receive a frame from the camera, filter it, and then send it to screen and a video encoder. You can get a Surface from a MediaRecorder or MediaCodec, and send data to it from OpenGL by using the Surface to create a new EGLImage, or from Java with an ImageWriter, or from RenderScript with an Allocation.ioSend(). Which works best depends on how you want to write your filter.
– Eddy Talvala
May 31 '16 at 3:36
|
show 1 more comment
As I stated that on question I have asked how to show that already read and processed frames on screen not how to convert data types but thanks anyways.
– rcmalli
Sep 22 '15 at 21:41
updated answer to hopefully match the question.
– Eddy Talvala
Sep 25 '15 at 18:56
1
Very well explained. I assume that answer will guide people who use new API .I am sorry about unclear question at the beginning.
– rcmalli
Sep 25 '15 at 19:09
1
@EddyTalvala, what do you suggest to use for filtered video recording (with showing preview)? Or maybe I should use completely another approach?
– Oleksandr
May 29 '16 at 15:10
2
If you want the recorded video to be filtered, you need to receive a frame from the camera, filter it, and then send it to screen and a video encoder. You can get a Surface from a MediaRecorder or MediaCodec, and send data to it from OpenGL by using the Surface to create a new EGLImage, or from Java with an ImageWriter, or from RenderScript with an Allocation.ioSend(). Which works best depends on how you want to write your filter.
– Eddy Talvala
May 31 '16 at 3:36
As I stated that on question I have asked how to show that already read and processed frames on screen not how to convert data types but thanks anyways.
– rcmalli
Sep 22 '15 at 21:41
As I stated that on question I have asked how to show that already read and processed frames on screen not how to convert data types but thanks anyways.
– rcmalli
Sep 22 '15 at 21:41
updated answer to hopefully match the question.
– Eddy Talvala
Sep 25 '15 at 18:56
updated answer to hopefully match the question.
– Eddy Talvala
Sep 25 '15 at 18:56
1
1
Very well explained. I assume that answer will guide people who use new API .I am sorry about unclear question at the beginning.
– rcmalli
Sep 25 '15 at 19:09
Very well explained. I assume that answer will guide people who use new API .I am sorry about unclear question at the beginning.
– rcmalli
Sep 25 '15 at 19:09
1
1
@EddyTalvala, what do you suggest to use for filtered video recording (with showing preview)? Or maybe I should use completely another approach?
– Oleksandr
May 29 '16 at 15:10
@EddyTalvala, what do you suggest to use for filtered video recording (with showing preview)? Or maybe I should use completely another approach?
– Oleksandr
May 29 '16 at 15:10
2
2
If you want the recorded video to be filtered, you need to receive a frame from the camera, filter it, and then send it to screen and a video encoder. You can get a Surface from a MediaRecorder or MediaCodec, and send data to it from OpenGL by using the Surface to create a new EGLImage, or from Java with an ImageWriter, or from RenderScript with an Allocation.ioSend(). Which works best depends on how you want to write your filter.
– Eddy Talvala
May 31 '16 at 3:36
If you want the recorded video to be filtered, you need to receive a frame from the camera, filter it, and then send it to screen and a video encoder. You can get a Surface from a MediaRecorder or MediaCodec, and send data to it from OpenGL by using the Surface to create a new EGLImage, or from Java with an ImageWriter, or from RenderScript with an Allocation.ioSend(). Which works best depends on how you want to write your filter.
– Eddy Talvala
May 31 '16 at 3:36
|
show 1 more comment
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1
Are you trying to do this for every preview frame, or only once in a while (for every high-resolution still capture, for example)? Depending on the rate and resolution, different display approaches might be more appropriate.
– Eddy Talvala
Sep 23 '15 at 17:15
Every frame actually. I know there will be frames which can not be shown due to the time loss by image processing. If YUV format gives mi 30 fps on preview and I can able to process that 20 frames of total 30 per second I want to show that 20 frame on screen.
– rcmalli
Sep 23 '15 at 19:38