├── .gitignore ├── .vscode └── settings.json ├── Assets ├── SampleScenes.meta ├── SampleScenes │ ├── Assets.meta │ ├── Assets │ │ ├── BlurMat.mat │ │ ├── BlurMat.mat.meta │ │ ├── custom_uv_diag.png │ │ └── custom_uv_diag.png.meta │ ├── BlurTest.unity │ ├── BlurTest.unity.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── Script.meta │ └── Script │ │ ├── BlurTest.cs │ │ └── BlurTest.cs.meta ├── com.bonjour-lab.opticalflow.meta └── com.bonjour-lab.opticalflow │ ├── LICENSE │ ├── LICENSE.meta │ ├── README.md │ ├── README.md.meta │ ├── RessourcesSet.meta │ ├── RessourcesSet │ ├── AverageVelocityParams.asset │ ├── AverageVelocityParams.asset.meta │ ├── OpticalFlowParams.asset │ └── OpticalFlowParams.asset.meta │ ├── Runtime.meta │ ├── Runtime │ ├── AverageVelocity.compute │ ├── AverageVelocity.compute.meta │ ├── AverageVelocity.cs │ ├── AverageVelocity.cs.meta │ ├── AverageVelocityRessourceSet.cs │ ├── AverageVelocityRessourceSet.cs.meta │ ├── GaussianBlur.shader │ ├── GaussianBlur.shader.meta │ ├── Median3x3.shader │ ├── Median3x3.shader.meta │ ├── Median5x5.shader │ ├── Median5x5.shader.meta │ ├── OFViewer.shader │ ├── OFViewer.shader.meta │ ├── OpticalFlow.Runtime.asmdef │ ├── OpticalFlow.Runtime.asmdef.meta │ ├── OpticalFlow.compute │ ├── OpticalFlow.compute.meta │ ├── OpticalFlow.cs │ ├── OpticalFlow.cs.meta │ ├── OpticalFlowRessourceSet.cs │ ├── OpticalFlowRessourceSet.cs.meta │ ├── Trails.meta │ ├── Trails │ │ ├── CTR_Trail.shader │ │ ├── CTR_Trail.shader.meta │ │ ├── OFTrailDebugView.mat │ │ ├── OFTrailDebugView.mat.meta │ │ ├── OFTrailSystemUpdater.cs │ │ └── OFTrailSystemUpdater.cs.meta │ ├── utils.meta │ └── utils │ │ ├── GaussianBlur.hlsl │ │ ├── GaussianBlur.hlsl.meta │ │ ├── MedianFilter.hlsl │ │ └── MedianFilter.hlsl.meta │ ├── package.json │ └── package.json.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | .vscode/ 25 | 26 | # Gradle cache directory 27 | .gradle/ 28 | 29 | # Autogenerated VS/MD/Consulo solution and project files 30 | ExportedObj/ 31 | .consulo/ 32 | *.csproj 33 | *.unityproj 34 | *.sln 35 | *.suo 36 | *.tmp 37 | *.user 38 | *.userprefs 39 | *.pidb 40 | *.booproj 41 | *.svd 42 | *.pdb 43 | *.mdb 44 | *.opendb 45 | *.VC.db 46 | 47 | # Unity3D generated meta files 48 | *.pidb.meta 49 | *.pdb.meta 50 | *.mdb.meta 51 | 52 | # Unity3D generated file on crash reports 53 | sysinfo.txt 54 | 55 | # Builds 56 | *.apk 57 | *.unitypackage 58 | 59 | # Crashlytics generated file 60 | crashlytics-build.properties 61 | 62 | 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9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/SampleScenes/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4338fb2a01d6e9d4a866ee686fe0ceec 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SampleScenes/Script/BlurTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using Bonjour.Vision; 5 | 6 | public class BlurTest : MonoBehaviour 7 | { 8 | public Texture2D imageToBlur; 9 | private RenderTexture target; 10 | private Material gaussianBlur; 11 | public OpticalFlow.BlurType blurType; 12 | [Range(1f, 100f)] public float blurSize = 25f; 13 | 14 | private void Start(){ 15 | gaussianBlur = new Material(Shader.Find("Hidden/GaussianBlur")); 16 | target = new RenderTexture(imageToBlur.width, imageToBlur.height, 0, RenderTextureFormat.ARGBFloat); 17 | target.enableRandomWrite = true; 18 | target.Create(); 19 | } 20 | 21 | public void Update(){ 22 | RenderTexture tempV = RenderTexture.GetTemporary(target.width, target.height, 0, target.format); 23 | RenderTexture tempH = RenderTexture.GetTemporary(target.width, target.height, 0, target.format); 24 | if (blurType != OpticalFlow.BlurType.NONE) 25 | { 26 | //Blur result 27 | float blurAmount = (blurSize / 100f) * (float)blurType; 28 | int pass = gaussianBlur.FindPass(blurType.ToString()); 29 | 30 | gaussianBlur.SetFloat("_Sigma", blurSize); 31 | gaussianBlur.SetVector("_Dir", new Vector2(0, 1)); 32 | gaussianBlur.SetFloat("_BlurSize", 1.0f / imageToBlur.height); 33 | Graphics.Blit(imageToBlur, tempV, gaussianBlur, pass); //Blur vertical 34 | 35 | gaussianBlur.SetVector("_Dir", new Vector2(1, 0)); 36 | gaussianBlur.SetFloat("_BlurSize", 1.0f / imageToBlur.width); 37 | Graphics.Blit(tempV, target, gaussianBlur, pass); //Blur horizontal 38 | } 39 | 40 | // Graphics.Blit(tempH, target); 41 | //Release TMP RT 42 | RenderTexture.ReleaseTemporary(tempV); 43 | RenderTexture.ReleaseTemporary(tempH); 44 | } 45 | 46 | private void OnGUI() { 47 | if(target != null){ 48 | GUI.DrawTexture(new Rect(0, 0, target.width, target.height), target); 49 | } 50 | } 51 | 52 | } 53 | -------------------------------------------------------------------------------- /Assets/SampleScenes/Script/BlurTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4f7f9de87e1b2043a14c67fbc0f52d7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bac599bb73101ce4797b9fecfc37cf8a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/LICENSE.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a6433951a2aecdb4daceddaf8cf10229 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/README.md: -------------------------------------------------------------------------------- 1 | # Unity3D-CameraOpticalFlow 2 | ![gif](https://i.imgur.com/9V83DvQ.gif) 3 | 4 | *CameraOpticalFlow* is a GPU based optical flow system for unity. 5 | 6 | ### OpticalFlow.cs 7 | This script computes an optical flow on GPU side. 8 | It takes a RenderTexture as an input to analyze. 9 | The result is returned as a RenderTexture in an ARGBFloat format. 10 | You can grab the RenderTexture containing the OF from script by calling ```OpticalFlow.GetOpticalFlowMap()``` 11 | 12 | ### OFTrailSystemUpdater.cs 13 | This script compute an history trail from the optical flow. 14 | It grab the result from ```OpticalFlow.cs``` 15 | The results is return as a CustomRenderTexture in an ARGBFloat format. 16 | You could get the result of the OF from script by calling ```OFTrailSystemUpdater.GetOFTrail()``` 17 | 18 | ### AverageVelocity.cs 19 | This script compute the average velocity from the OF texture. 20 | Please note: this computation can be pretty intensive as it loop over all the pixel of the image. Use it with a lower resolution defined by the var ```resolution``` 21 | The result can be grab using ```AverageVelocity.GetAverageVelocity()``` 22 | 23 | ### Install Package 24 | This package uses the scoped registry feature to import dependent packages. 25 | Please add the following sections to the package manifest file (Packages/manifest.json). 26 | 27 | To the scopedRegistries section: 28 | ``` 29 | { 30 | "name": "Bonjour-lab", 31 | "url": "https://registry.npmjs.com", 32 | "scopes": [ 33 | "com.bonjour-lab" 34 | ] 35 | } 36 | ``` 37 | 38 | To the dependencies section: 39 | 40 | ``` 41 | "com.bonjour-lab.opticalflow": "1.0.3", 42 | ``` 43 | 44 | After changes, the manifest file should look like below: 45 | ``` 46 | { 47 | "scopedRegistries": [ 48 | { 49 | "name": "Bonjour-lab", 50 | "url": "https://registry.npmjs.com", 51 | "scopes": [ 52 | "com.bonjour-lab" 53 | ] 54 | } 55 | ], 56 | "dependencies": { 57 | "com.bonjour-lab.opticalflow": "1.0.3", 58 | ... 59 | ``` 60 | 61 | 62 | Tested on 63 | ------- 64 | * Unity 2020 & 2019 65 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be6e516074c0b20429bfc6b2ed106810 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/RessourcesSet.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bff1b8e0615e4dd47a64fcf7e0bc3b59 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/RessourcesSet/AverageVelocityParams.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 02bb88739b47f2e489a998d45db1eb29, type: 3} 13 | m_Name: AverageVelocityParams 14 | m_EditorClassIdentifier: 15 | averageVelocityCS: {fileID: 7200000, guid: abc5d9eca1bdb4b48b240d51f8ec3553, type: 3} 16 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/RessourcesSet/AverageVelocityParams.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ecaf92130a6163443a71ae334a47649d 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/RessourcesSet/OpticalFlowParams.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: acd0319021a3bae44972ab78ec41ebcc, type: 3} 13 | m_Name: OpticalFlowParams 14 | m_EditorClassIdentifier: 15 | opticalFlowCS: {fileID: 7200000, guid: 7073d83351df04e41bde78e6b89e5f7a, type: 3} 16 | denoiser: {fileID: 4800000, guid: 93bf8eaac796ad342a9c70ce2aeddbce, type: 3} 17 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/RessourcesSet/OpticalFlowParams.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18a88983527281943a7c602c5a8777cf 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b297f9b61dd58694ca1cad2ea32a3aed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/AverageVelocity.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel CSMain 2 | 3 | uniform RWStructuredBuffer _AverageVelocity; 4 | uniform Texture2D _Source; 5 | uniform float2 _Resolution; 6 | uniform float _Threshold; 7 | 8 | [numthreads(1,1,1)] 9 | void CSMain (uint3 id : SV_DispatchThreadID) 10 | { 11 | uint width; 12 | uint height; 13 | // #if defined(SHADER_API_D3D11) 14 | // uint levels; 15 | // _Source.GetDimensions(0, width, height, levels); 16 | // #else 17 | width = (uint) _Resolution.x; 18 | height = (uint) _Resolution.y; 19 | // #endif 20 | 21 | float2 globalVelocity = float2(0, 0); 22 | float maxVelocity = 0; 23 | float inc; 24 | for(uint y = 0; y 0.1){ 28 | globalVelocity += velocityAtPixel; 29 | maxVelocity = max(maxVelocity, length(velocityAtPixel)); 30 | inc ++; 31 | } 32 | } 33 | } 34 | if(inc > 0){ 35 | globalVelocity = globalVelocity / inc; 36 | } 37 | 38 | _AverageVelocity[id.x] = float3(globalVelocity, maxVelocity); 39 | } 40 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/AverageVelocity.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abc5d9eca1bdb4b48b240d51f8ec3553 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | preprocessorOverride: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/AverageVelocity.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using Bonjour.Vision.Ressources; 6 | 7 | namespace Bonjour.Vision 8 | { 9 | public class AverageVelocity : MonoBehaviour 10 | { 11 | [Header("Ressource")] 12 | public AverageVelocityRessourceSet averageVelocityRessource; 13 | 14 | [Header("Average params")] 15 | [Tooltip("Is average computed on Trail or Optical Flow")] public bool isComputedOnTrail = false; 16 | [Tooltip("Define the resolution on which we will compute the average")] public int resolution = 4; 17 | [Range(0, 1)] 18 | [Tooltip("Define the range for min velocity")] public float threshold = 0.1f; 19 | 20 | 21 | [HideInInspector] public Vector3 averageVelocity; 22 | private Vector3[] averageArray = new Vector3[1]; 23 | 24 | private OpticalFlow of; 25 | private OFTrailSystemUpdater trail; 26 | 27 | //RenderTexture to copy into 28 | private RenderTexture sourceCopy; 29 | 30 | //compute shader params 31 | private ComputeShader compute; 32 | private int kernelHandle; 33 | private ComputeBuffer averageVelocityBuffer; 34 | [Tooltip("Log the size of the buffer")] public bool logBufferSize; 35 | 36 | private void Start(){ 37 | InitBuffers(); 38 | } 39 | 40 | private void Update(){ 41 | ComputeAverageVelocity(); 42 | } 43 | 44 | private void InitBuffers(){ 45 | //init average vel + buffer 46 | averageVelocity = Vector2.zero; 47 | averageArray[0] = averageVelocity; 48 | averageVelocityBuffer = new ComputeBuffer(1, sizeof(float) * 3); 49 | averageVelocityBuffer.SetData(averageArray); 50 | 51 | //Get OF or Trail 52 | of = this.GetComponent(); 53 | trail = this.GetComponent(); 54 | 55 | //Init Compute Buffer 56 | compute = Instantiate(averageVelocityRessource.averageVelocityCS); 57 | kernelHandle = compute.FindKernel("CSMain"); 58 | compute.SetBuffer(kernelHandle, "_AverageVelocity", averageVelocityBuffer); 59 | } 60 | 61 | private void ComputeAverageVelocity(){ 62 | if(trail && trail.GetOFTrail() == null) return; //Trail is created at first loop so we need to jump this frame (lazy implementation ;)) 63 | 64 | if(sourceCopy == null){ 65 | //Lazzy RT creation to avoid getting a RT size of 0 due to Start() order 66 | sourceCopy = new RenderTexture(of.opticalFlowWidth/resolution, of.opticalFlowHeight/resolution, 24, RenderTextureFormat.ARGBFloat); 67 | compute.SetTexture(kernelHandle, "_Source", sourceCopy); 68 | compute.SetVector("_Resolution", new Vector2(sourceCopy.width, sourceCopy.height)); 69 | if(logBufferSize) Debug.Log($"Average buffer source size set at: {sourceCopy.width}×{sourceCopy.height}"); 70 | } 71 | 72 | Graphics.Blit(isComputedOnTrail ? trail.GetOFTrail() : of.GetOpticalFlowMap(), sourceCopy); 73 | 74 | compute.SetFloat("_Threshold", threshold); 75 | compute.Dispatch(kernelHandle, 1, 1, 1); 76 | 77 | averageVelocityBuffer.GetData(averageArray); 78 | averageVelocity = (Vector3) averageArray[0]; 79 | } 80 | 81 | private void OnDisable() 82 | { 83 | if (averageVelocityBuffer != null) 84 | { 85 | averageVelocityBuffer.Release(); 86 | } 87 | } 88 | 89 | public Vector3 GetAverageVelocity(){ 90 | return averageVelocity; 91 | } 92 | 93 | } 94 | } -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/AverageVelocity.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd932752727cbeb42a9c710bc81239a9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - averageVelocityRessource: {fileID: 11400000, guid: ecaf92130a6163443a71ae334a47649d, 8 | type: 2} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/AverageVelocityRessourceSet.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Bonjour.Vision.Ressources 6 | { 7 | [CreateAssetMenu(fileName = "AverageVelocityParams", menuName = "ScriptableObject/AverageVelocity Ressource Set")] 8 | public sealed class AverageVelocityRessourceSet : ScriptableObject 9 | { 10 | [Tooltip("Define the compute shader to use computing the average Veolcity")] public ComputeShader averageVelocityCS; 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/AverageVelocityRessourceSet.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02bb88739b47f2e489a998d45db1eb29 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/GaussianBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/GaussianBlur" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | CGINCLUDE 12 | struct appdata 13 | { 14 | float4 vertex : POSITION; 15 | float2 uv : TEXCOORD0; 16 | }; 17 | 18 | struct v2f 19 | { 20 | float2 uv : TEXCOORD0; 21 | float4 vertex : SV_POSITION; 22 | }; 23 | 24 | v2f vert (appdata v) 25 | { 26 | v2f o; 27 | o.vertex = UnityObjectToClipPos(v.vertex); 28 | o.uv = v.uv; 29 | return o; 30 | } 31 | 32 | sampler2D _MainTex; 33 | 34 | 35 | ENDCG 36 | 37 | Pass 38 | { 39 | Name "LOW" 40 | CGPROGRAM 41 | #pragma vertex vert 42 | #pragma fragment frag 43 | 44 | #define TYPE 0 45 | 46 | #include "UnityCG.cginc" 47 | #include "utils/GaussianBlur.hlsl" 48 | 49 | fixed4 frag (v2f i) : SV_Target 50 | { 51 | return Gaussian(_MainTex, i.uv); 52 | } 53 | ENDCG 54 | } 55 | 56 | Pass 57 | { 58 | Name "MEDIUM" 59 | CGPROGRAM 60 | #pragma vertex vert 61 | #pragma fragment frag 62 | 63 | #define TYPE 1 64 | 65 | #include "UnityCG.cginc" 66 | #include "utils/GaussianBlur.hlsl" 67 | 68 | fixed4 frag (v2f i) : SV_Target 69 | { 70 | return Gaussian(_MainTex, i.uv); 71 | } 72 | ENDCG 73 | } 74 | 75 | Pass 76 | { 77 | Name "HIGH" 78 | CGPROGRAM 79 | #pragma vertex vert 80 | #pragma fragment frag 81 | 82 | #define TYPE 2 83 | 84 | #include "UnityCG.cginc" 85 | #include "utils/GaussianBlur.hlsl" 86 | 87 | fixed4 frag (v2f i) : SV_Target 88 | { 89 | return Gaussian(_MainTex, i.uv); 90 | } 91 | ENDCG 92 | } 93 | 94 | Pass 95 | { 96 | Name "ULTRA" 97 | CGPROGRAM 98 | #pragma vertex vert 99 | #pragma fragment frag 100 | 101 | #define TYPE 3 102 | 103 | #include "UnityCG.cginc" 104 | #include "utils/GaussianBlur.hlsl" 105 | 106 | fixed4 frag (v2f i) : SV_Target 107 | { 108 | return Gaussian(_MainTex, i.uv); 109 | } 110 | ENDCG 111 | } 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/GaussianBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72d6731052961584e853ad1e4b51e43d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Median3x3.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Median3x3Filtering" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | #include "utils/MedianFilter.hlsl" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | o.vertex = UnityObjectToClipPos(v.vertex); 37 | o.uv = v.uv; 38 | return o; 39 | } 40 | 41 | sampler2D _MainTex; 42 | float4 _MainTex_TexelSize; 43 | int _Is5x5; 44 | 45 | fixed4 frag (v2f i) : SV_Target 46 | { 47 | return Median3x3(_MainTex, i.uv, _MainTex_TexelSize.xy); 48 | } 49 | ENDCG 50 | } 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Median3x3.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1da9b6b959459014594fbb8a62906071 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Median5x5.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Median5x5Filtering" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | #include "utils/MedianFilter.hlsl" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | o.vertex = UnityObjectToClipPos(v.vertex); 37 | o.uv = v.uv; 38 | return o; 39 | } 40 | 41 | sampler2D _MainTex; 42 | float4 _MainTex_TexelSize; 43 | int _Is5x5; 44 | 45 | fixed4 frag (v2f i) : SV_Target 46 | { 47 | return Median5x5(_MainTex, i.uv, _MainTex_TexelSize.xy); 48 | } 49 | ENDCG 50 | } 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Median5x5.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93bf8eaac796ad342a9c70ce2aeddbce 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OFViewer.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/OFViewer" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _OF("Optical Flow", 2D) = "white" {} 7 | _ColsRows("Cols Rows", Vector) = (100, 100, 0, 0) 8 | _Opacity("Cam Opacity", Range(0, 1)) = 0.5 9 | } 10 | SubShader 11 | { 12 | // No culling or depth 13 | Cull Off ZWrite Off ZTest Always 14 | 15 | Pass 16 | { 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | v2f vert (appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | return o; 41 | } 42 | 43 | sampler2D _MainTex; 44 | float4 _MainTex_TexelSize; 45 | sampler2D _OF; 46 | float2 _ColsRows; 47 | float _Opacity; 48 | 49 | //From Inigo Quilez 50 | float sdSegment( in float2 p, in float2 a, in float2 b ) 51 | { 52 | float2 pa = p-a, ba = b-a; 53 | float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); 54 | return length( pa - ba*h ); 55 | } 56 | 57 | float sdCircle(float2 p, float r ) 58 | { 59 | return length(p) - r; 60 | } 61 | 62 | float2 opUnite(float d1, float d2){ 63 | return min(d1,d2); 64 | } 65 | 66 | fixed4 frag (v2f i) : SV_Target 67 | { 68 | fixed4 src = tex2D(_MainTex, i.uv); 69 | fixed4 of = abs(tex2D(_OF, i.uv)); 70 | 71 | float aspect = _MainTex_TexelSize.z / _MainTex_TexelSize.w; 72 | 73 | float2 colsrows = _ColsRows.xy; 74 | colsrows.y /= aspect; 75 | 76 | float2 nuv = i.uv * colsrows; 77 | float2 fuv = frac(nuv); 78 | float2 iuv = floor(nuv); 79 | float2 offset = float2(1.0, 1.0) / colsrows; 80 | 81 | float2 uvsampleOF = (iuv + offset * 1.0) / colsrows; 82 | 83 | float2 sampleOF = tex2D(_OF, uvsampleOF).rg; 84 | 85 | fuv = fuv * 2.0 - 1.0; 86 | float direction = 0.0; 87 | if(length(sampleOF) > 0.1){ 88 | //top line 89 | direction = sdSegment(fuv, float2(0, 0), sampleOF * 5.0); 90 | float dirPoint = sdCircle(fuv, 0.1); 91 | direction = opUnite(direction, dirPoint); 92 | direction = 1.0 - (step(0.1, direction)); 93 | } 94 | 95 | return float4(src.rgb * _Opacity + smoothstep(0.1, 1.0, abs(of)) * (1.0 - _Opacity) + direction, 1); 96 | } 97 | ENDCG 98 | } 99 | } 100 | } 101 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OFViewer.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b61fa87140c7ca344be52df1f15bc8b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlow.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "OpticalFlow", 3 | "rootNamespace": "", 4 | "references": [], 5 | "includePlatforms": [], 6 | "excludePlatforms": [], 7 | "allowUnsafeCode": false, 8 | "overrideReferences": false, 9 | "precompiledReferences": [], 10 | "autoReferenced": true, 11 | "defineConstraints": [], 12 | "versionDefines": [], 13 | "noEngineReferences": false 14 | } -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlow.Runtime.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99380006a3c7a94418abaca0c908082e 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlow.compute: -------------------------------------------------------------------------------- 1 | // ! check this https://github.com/mattatz/unity-optical-flow/blob/master/Assets/OpticalFlow/Shaders/OpticalFlow.shader 2 | #pragma kernel CSMain 3 | 4 | uniform RWTexture2D _OpticalFlowMap; 5 | uniform Texture2D _Current; 6 | uniform Texture2D _Previous; 7 | uniform float2 _Size; 8 | uniform float _Threshold = 0.01; //framedifferencing Threshold //not necessary here as we work in pure black and white 9 | uniform float _Lambda = 0.01; 10 | uniform float2 _Scale = float2(10.0, 10.0); 11 | 12 | float4 PackFlowAsColor(float fx ,float fy, float2 scale){ 13 | float2 flowX = float2(max(fx, 0.0), abs(min(fx, 0.0))) * scale.x; 14 | float2 flowY = float2(max(fy, 0.0), abs(min(fy, 0.0))) * scale.y; 15 | 16 | float dirY = 1.0; 17 | if(flowY.x > flowY.y){ 18 | dirY = 0.9; 19 | } 20 | 21 | float4 rgbaPacked = float4(flowX.x, flowX.y, max(flowY.x, flowY.y), dirY); 22 | 23 | return rgbaPacked; 24 | } 25 | 26 | /*Use this method to decode direction vector inside a frgament shader*/ 27 | /* 28 | float2 UnpackColorFlow(Texture2D tex, float2 texCoord){ 29 | float4 rgba = texture2D(tex, texCoord); 30 | if(rgba.w > 0.95){ 31 | rgba.z = rgba.z * -1; 32 | } 33 | return float2(-1 * (rgba.y - rgba.x), rgba.z); 34 | } 35 | */ 36 | 37 | float4 GetGray(float4 inputPix){ 38 | float gray = dot(float3(inputPix.x, inputPix.y, inputPix.z), float3(0.3, 0.59, 0.11)); 39 | return float4(gray, gray, gray, 1.0); 40 | } 41 | 42 | float4 GetGrayTexture(Texture2D tex, uint2 id){ 43 | return GetGray(tex.Load(uint3(id, 0))); 44 | } 45 | 46 | float4 GetGradient(Texture2D current, Texture2D previous, uint2 id, uint2 offset){ 47 | float4 gradient = GetGrayTexture(previous, id + offset) - GetGrayTexture(previous, id - offset); 48 | gradient += GetGrayTexture(current, id + offset) - GetGrayTexture(current, id - offset); 49 | return gradient; 50 | } 51 | 52 | [numthreads(32,32,1)] 53 | void CSMain (uint2 id : SV_DispatchThreadID){ 54 | float aspectRatio = _Size.x / _Size.y; 55 | float2 uv = float2(id.x/_Size.x, id.y/_Size.y); 56 | 57 | float4 currentrgb = _Current.Load(uint3(id, 0)); 58 | float4 previousrgb = _Previous.Load(uint3(id, 0)); 59 | 60 | 61 | //Step 1: get the frame difference betwen previous and current 62 | float4 diff = previousrgb - currentrgb; 63 | // float mvt = smoothstep(threshold, 1.0, diff.r); //not necessary here as we work in pure black and white 64 | 65 | //Step 2: compute the gradient per axis (like a sobel operator) 66 | float4 gradX = GetGradient(_Current, _Previous, id, uint2(1, 0) * uint2(1, 1)); 67 | float4 gradY = GetGradient(_Current, _Previous, id, uint2(0, 1) * uint2(1, 1)); 68 | 69 | //Step 3: compute the gradient magnidute 70 | float4 gradMag = sqrt((gradX * gradX) + (gradY * gradY) + float4(_Lambda, _Lambda, _Lambda, _Lambda)); 71 | 72 | //Step 4: compute the flow 73 | float4 velX = diff * (gradX / gradMag); 74 | float4 velY = diff * (gradY / gradMag); 75 | 76 | float4 invGmag = (gradMag > 0) ? 1.0 / gradMag : 1.0; 77 | float4 vx = diff * (gradX * invGmag); 78 | float4 vy = diff * (gradY * invGmag); 79 | 80 | float2 flow = float2(0, 0); 81 | const float inv3 = 0.33333; 82 | flow.x = -(vx.x + vx.y + vx.z) * inv3; 83 | flow.y = -(vy.x + vy.y + vy.z) * inv3; 84 | 85 | float w = length(flow); 86 | float nw = (w - _Threshold) / (1.0 - _Threshold); 87 | flow = lerp(float2(0, 0), normalize(flow) * nw * _Scale, step(_Threshold, w)); 88 | // flow = clamp(flow, -_Scale, _Scale); 89 | flow = length(flow) > 0 ? flow : float2(0, 0); 90 | 91 | _OpticalFlowMap[id.xy] = float4(flow, 0, 1); 92 | // _OpticalFlowMap[id.xy] = PackFlowAsColor(velX.x, velY.x, _Scale);; 93 | } 94 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlow.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7073d83351df04e41bde78e6b89e5f7a 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlow.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using Bonjour.Vision.Ressources; 6 | 7 | // ? Quid to set an iterable system for the denoiser and/or gaussian ? 8 | namespace Bonjour.Vision 9 | { 10 | 11 | public class OpticalFlow : MonoBehaviour 12 | { 13 | public enum BlurType 14 | { 15 | NONE = 0, 16 | LOW = 5, 17 | MEDIUM = 7, 18 | HIGH = 9, 19 | ULTRA = 13 20 | }; 21 | [Header("Ressource")] 22 | public OpticalFlowRessourceSet opticalFlowRessource; 23 | 24 | //Compute shader 25 | [Header("OpticalFlow Params")] 26 | [Tooltip("Defines the scale resolution from the source")] public int resolution = 1; 27 | private int kernelHandle; 28 | [Tooltip("Defines the compute Shader to use for Optical flow")] private ComputeShader compute; 29 | private RenderTexture opticalFlow; 30 | [HideInInspector] public int opticalFlowWidth; 31 | [HideInInspector] public int opticalFlowHeight; 32 | 33 | [Range(0, 1)] 34 | [Tooltip("Lambda deviation on the gradient magnitude")] public float lambda = 0.01f; 35 | [Range(0, 1)] 36 | [Tooltip("Velocity threshold")] public float threshold = 0.01f; 37 | [Tooltip("Scale up velocity")] public Vector2 scale = new Vector2(1.0f, 1.0f); 38 | private Material gaussianBlur; 39 | [Tooltip("Define the type of blur")] public BlurType blurType = BlurType.ULTRA; 40 | [Tooltip("Define the amount of blur for the output")] [Range(1f, 100f)] public float blurSize = 25f; 41 | 42 | [Header("Source images")] 43 | [Tooltip("Source image to analyze")] public RenderTexture sourceToAnalyze; 44 | [Tooltip("Horizontal mirror on the source image")] public bool mirrorHor = false; 45 | [Tooltip("Define a denoiser methods for source")] private Shader denoiserShader; 46 | private bool useDenoiser; 47 | private Material denoiser; 48 | [HideInInspector] public RenderTexture current; 49 | [HideInInspector] public RenderTexture previous; 50 | private Vector2 rtScale, rtOffset; 51 | 52 | [Header("Debug")] 53 | [Tooltip("Show GUITexture for debug")] public bool showOpticalFlowMap; 54 | [Tooltip("Scale GUITexture")] public float debugMapScale = .25f; 55 | private RenderTexture debugView; 56 | private Material debugViewer; 57 | [Tooltip("Log the size of the buffer")] public bool logBufferSize; 58 | 59 | 60 | private void Awake() 61 | { 62 | } 63 | 64 | private void Start() 65 | { 66 | InitOpticalFlow(); 67 | } 68 | 69 | private void Update() 70 | { 71 | ComputeOpticalFlow(); 72 | } 73 | 74 | public void InitOpticalFlow() 75 | { 76 | InitSources(); 77 | InitDenoiser(); 78 | InitGaussianBlur(); 79 | InitBuffers(); 80 | InitDebugViewer(); 81 | } 82 | 83 | private void InitBuffers() 84 | { 85 | 86 | opticalFlow = new RenderTexture(opticalFlowWidth, opticalFlowHeight, 24, RenderTextureFormat.ARGBFloat); 87 | opticalFlow.filterMode = FilterMode.Trilinear; 88 | opticalFlow.wrapMode = TextureWrapMode.Clamp; 89 | opticalFlow.enableRandomWrite = true; 90 | opticalFlow.Create(); 91 | 92 | //Bind variable to CS 93 | compute = Instantiate(opticalFlowRessource.opticalFlowCS); 94 | kernelHandle = compute.FindKernel("CSMain"); 95 | compute.SetTexture(kernelHandle, "_OpticalFlowMap", opticalFlow); 96 | compute.SetVector("_Size", new Vector2((float)opticalFlow.width, (float)opticalFlow.height)); 97 | compute.SetTexture(kernelHandle, "_Previous", previous); 98 | compute.SetTexture(kernelHandle, "_Current", current); 99 | 100 | if(logBufferSize) Debug.Log($"Optical flow size set at: {opticalFlow.width}×{opticalFlow.height}"); 101 | } 102 | 103 | private void InitSources() 104 | { 105 | opticalFlowWidth = sourceToAnalyze.width / resolution; 106 | opticalFlowHeight = sourceToAnalyze.height / resolution; 107 | 108 | current = new RenderTexture(opticalFlowWidth, opticalFlowHeight, 0); 109 | previous = new RenderTexture(opticalFlowWidth, opticalFlowHeight, 0); 110 | 111 | CheckMirror(); 112 | 113 | Graphics.Blit(sourceToAnalyze, current, rtScale, rtOffset); 114 | Graphics.Blit(current, previous); 115 | } 116 | 117 | private void InitDebugViewer() 118 | { 119 | debugView = new RenderTexture(sourceToAnalyze.width, sourceToAnalyze.height, 24, RenderTextureFormat.ARGB32); 120 | debugView.filterMode = FilterMode.Trilinear; 121 | debugView.wrapMode = TextureWrapMode.Clamp; 122 | 123 | debugViewer = new Material(Shader.Find("Hidden/OFViewer")); 124 | } 125 | 126 | private void InitDenoiser() 127 | { 128 | if (denoiserShader != null) 129 | { 130 | useDenoiser = true; 131 | denoiser = new Material(opticalFlowRessource.denoiser); 132 | } 133 | } 134 | 135 | private void InitGaussianBlur() 136 | { 137 | gaussianBlur = new Material(Shader.Find("Hidden/GaussianBlur")); 138 | } 139 | 140 | private void CheckMirror() 141 | { 142 | rtScale = mirrorHor ? new Vector2(-1, 1) : new Vector2(1, 1); 143 | rtOffset = mirrorHor ? new Vector2(1, 0) : new Vector2(0, 0); 144 | } 145 | 146 | public void ComputeOpticalFlow() 147 | { 148 | CheckMirror(); 149 | 150 | //Send source to current RT 151 | Graphics.Blit(sourceToAnalyze, current, rtScale, rtOffset); 152 | 153 | //Creat TMP RT for effect 154 | RenderTexture temp = RenderTexture.GetTemporary(opticalFlow.width, opticalFlow.height, 24, opticalFlow.format); 155 | 156 | //Denoise source if denoiser is set 157 | if (useDenoiser) 158 | { 159 | Graphics.Blit(current, temp, denoiser); //denoise current 160 | Graphics.Blit(temp, current); //send tmps to current 161 | } 162 | 163 | //Compute OF 164 | ComputeOpticalFlowCS(); 165 | 166 | if (blurType != BlurType.NONE) 167 | { 168 | //Blur result 169 | float blurAmount = (blurSize / 100f) * (float)blurType; 170 | int pass = gaussianBlur.FindPass(blurType.ToString()); 171 | 172 | gaussianBlur.SetFloat("_Sigma", blurSize); 173 | gaussianBlur.SetVector("_Dir", new Vector2(0, 1)); 174 | gaussianBlur.SetFloat("_BlurSize", 1.0f / current.height); 175 | Graphics.Blit(opticalFlow, temp, gaussianBlur, pass); //Blur vertical 176 | 177 | gaussianBlur.SetVector("_Dir", new Vector2(1, 0)); 178 | gaussianBlur.SetFloat("_BlurSize", 1.0f / current.width); 179 | Graphics.Blit(temp, opticalFlow, gaussianBlur, pass); //Blur horizontal 180 | } 181 | 182 | if (showOpticalFlowMap) 183 | { 184 | debugViewer.SetTexture("_OF", opticalFlow); 185 | Graphics.Blit(sourceToAnalyze, debugView, debugViewer); 186 | } 187 | 188 | 189 | //Set current as previous frame for next frame 190 | Graphics.Blit(current, previous); 191 | 192 | //Release TMP RT 193 | RenderTexture.ReleaseTemporary(temp); 194 | } 195 | 196 | private void ComputeOpticalFlowCS() 197 | { 198 | compute.SetFloat("_Lambda", lambda); 199 | compute.SetFloat("_Threshold", threshold); 200 | compute.SetVector("_Scale", scale); 201 | compute.Dispatch(kernelHandle, Mathf.CeilToInt((float)opticalFlow.width / 32), Mathf.CeilToInt((float)opticalFlow.height / 32), 1); 202 | } 203 | 204 | private void OnDisable() 205 | { 206 | if (opticalFlow != null) 207 | { 208 | opticalFlow.Release(); 209 | } 210 | opticalFlow = null; 211 | 212 | if (previous != null) previous = null; 213 | 214 | if (denoiser != null) denoiser = null; 215 | } 216 | 217 | private void OnGUI() 218 | { 219 | if (showOpticalFlowMap && opticalFlow != null) 220 | { 221 | int w = Mathf.RoundToInt(opticalFlow.width * debugMapScale); 222 | int h = Mathf.RoundToInt(opticalFlow.height * debugMapScale); 223 | 224 | GUI.DrawTexture(new Rect(w * 0, Screen.height - h, w, h), debugView); 225 | GUI.DrawTexture(new Rect(w * 1, Screen.height - h, w, h), opticalFlow); 226 | // GUI.DrawTexture(new Rect(w*1, Screen.height - h, w, h), previous); 227 | // GUI.DrawTexture(new Rect(w*2, Screen.height - h, w, h), current); 228 | } 229 | } 230 | 231 | public RenderTexture GetOpticalFlowMap() 232 | { 233 | return this.opticalFlow; 234 | } 235 | 236 | } 237 | } 238 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03aca440c12088441bf45dfcb9f1ad96 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - opticalFlowRessource: {fileID: 11400000, guid: 18a88983527281943a7c602c5a8777cf, 8 | type: 2} 9 | - sourceToAnalyze: {instanceID: 0} 10 | - current: {instanceID: 0} 11 | - previous: {instanceID: 0} 12 | executionOrder: 0 13 | icon: {instanceID: 0} 14 | userData: 15 | assetBundleName: 16 | assetBundleVariant: 17 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlowRessourceSet.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Bonjour.Vision.Ressources 6 | { 7 | [CreateAssetMenu(fileName = "OpticalFlowParams", menuName = "ScriptableObject/OpticalFlow Ressource Set")] 8 | public sealed class OpticalFlowRessourceSet : ScriptableObject 9 | { 10 | [Tooltip("Define the compute shader to use for Optical Flow")] public ComputeShader opticalFlowCS; 11 | [Tooltip("Define the shader to use for denoising the source image")] public Shader denoiser; 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/OpticalFlowRessourceSet.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: acd0319021a3bae44972ab78ec41ebcc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Trails.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b00e7560cc5109d4a9224bba1ef3da4f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Trails/CTR_Trail.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/CustomRenderTexture/Trail" 2 | { 3 | Properties 4 | { 5 | _NewFrame ("New Frame to add", 2D) = "white" {} 6 | _TrailForce("Trail Force", Range(.9, 1)) = .9 7 | } 8 | CGINCLUDE 9 | #include "UnityCustomRenderTexture.cginc" 10 | sampler2D _NewFrame; 11 | float _TrailForce; 12 | 13 | float4 frag(v2f_customrendertexture i) : SV_Target 14 | { 15 | float2 uv = i.globalTexcoord; 16 | float4 current = tex2D(_SelfTexture2D, uv) * _TrailForce; 17 | float4 newFrame = tex2D(_NewFrame, uv); 18 | 19 | float4 trail = newFrame; 20 | if(length(trail) > 0.0){ 21 | current += trail; 22 | } 23 | 24 | 25 | return clamp(current, -1, 1); 26 | } 27 | 28 | ENDCG 29 | 30 | SubShader 31 | { 32 | Cull Off ZWrite Off ZTest Always 33 | Pass 34 | { 35 | Name "Update" 36 | CGPROGRAM 37 | #pragma vertex CustomRenderTextureVertexShader 38 | #pragma fragment frag 39 | ENDCG 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Trails/CTR_Trail.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0674718bfb1e65642aceaf088c9b8d59 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Trails/OFTrailDebugView.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: OFTrailDebugView 11 | m_Shader: {fileID: 4800000, guid: b61fa87140c7ca344be52df1f15bc8b0, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _DetailAlbedoMap: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _DetailMask: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _DetailNormalMap: 35 | m_Texture: {fileID: 0} 36 | m_Scale: {x: 1, y: 1} 37 | m_Offset: {x: 0, y: 0} 38 | - _EmissionMap: 39 | m_Texture: {fileID: 0} 40 | m_Scale: {x: 1, y: 1} 41 | m_Offset: {x: 0, y: 0} 42 | - _MainTex: 43 | m_Texture: {fileID: 8400000, guid: 9526e9004348e4748a239d37cc7eb0eb, type: 2} 44 | m_Scale: {x: 1, y: 1} 45 | m_Offset: {x: 0, y: 0} 46 | - _MetallicGlossMap: 47 | m_Texture: {fileID: 0} 48 | m_Scale: {x: 1, y: 1} 49 | m_Offset: {x: 0, y: 0} 50 | - _OF: 51 | m_Texture: {fileID: 0} 52 | m_Scale: {x: 1, y: 1} 53 | m_Offset: {x: 0, y: 0} 54 | - _OcclusionMap: 55 | m_Texture: {fileID: 0} 56 | m_Scale: {x: 1, y: 1} 57 | m_Offset: {x: 0, y: 0} 58 | - _ParallaxMap: 59 | m_Texture: {fileID: 0} 60 | m_Scale: {x: 1, y: 1} 61 | m_Offset: {x: 0, y: 0} 62 | m_Floats: 63 | - _BumpScale: 1 64 | - _Cutoff: 0.5 65 | - _DetailNormalMapScale: 1 66 | - _DstBlend: 0 67 | - _GlossMapScale: 1 68 | - _Glossiness: 0.5 69 | - _GlossyReflections: 1 70 | - _Metallic: 0 71 | - _Mode: 0 72 | - _OcclusionStrength: 1 73 | - _Opacity: 0.743 74 | - _Parallax: 0.02 75 | - _SmoothnessTextureChannel: 0 76 | - _SpecularHighlights: 1 77 | - _SrcBlend: 1 78 | - _UVSec: 0 79 | - _ZWrite: 1 80 | m_Colors: 81 | - _Color: {r: 1, g: 1, b: 1, a: 1} 82 | - _ColsRows: {r: 100, g: 100, b: 0, a: 0} 83 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 84 | m_BuildTextureStacks: [] 85 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Trails/OFTrailDebugView.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a51210704fca534ea80f97c6e9ea2a2 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Trails/OFTrailSystemUpdater.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Bonjour.Vision; 3 | 4 | namespace Bonjour.Vision 5 | { 6 | public class OFTrailSystemUpdater : MonoBehaviour 7 | { 8 | private CustomRenderTexture texture; 9 | [Range(1, 16)] public int stepsPerFrame = 4; 10 | 11 | private Material CRTMat; 12 | private OpticalFlow opticalFlow; 13 | [Range(.75f, 1f)]public float trailPower = 0.9f; 14 | 15 | public Material debugMaterial; 16 | 17 | void Start() 18 | { 19 | opticalFlow = GetComponent(); 20 | CRTMat = new Material(Shader.Find("Hidden/CustomRenderTexture/Trail")); 21 | } 22 | 23 | void Update() 24 | { 25 | if(texture == null){ 26 | texture = new CustomRenderTexture(opticalFlow.GetOpticalFlowMap().width, opticalFlow.GetOpticalFlowMap().height, opticalFlow.GetOpticalFlowMap().format); 27 | 28 | texture.initializationTexture = opticalFlow.GetOpticalFlowMap(); 29 | texture.initializationColor = Color.black; 30 | texture.material = CRTMat; 31 | texture.updateMode = CustomRenderTextureUpdateMode.OnDemand; 32 | texture.doubleBuffered = true; 33 | 34 | texture.Initialize(); 35 | texture.Update(stepsPerFrame); 36 | 37 | }else{ 38 | CRTMat.SetTexture("_NewFrame", opticalFlow.GetOpticalFlowMap()); 39 | CRTMat.SetFloat("_TrailForce", trailPower); 40 | texture.Update(stepsPerFrame); 41 | 42 | debugMaterial.SetTexture("_OF", texture); 43 | } 44 | } 45 | 46 | public CustomRenderTexture GetOFTrail(){ 47 | return texture; 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/Trails/OFTrailSystemUpdater.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef3394bbf4b367b41b57d024d98f5177 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - debugMaterial: {fileID: 2100000, guid: 9a51210704fca534ea80f97c6e9ea2a2, type: 2} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/utils.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4193c1e95101f54980a4e9c2a113c4a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/utils/GaussianBlur.hlsl: -------------------------------------------------------------------------------- 1 | #define PI 3.14159265359 2 | uniform float2 _Dir = float2(0.0, 1.0); 3 | 4 | 5 | uniform float _BlurSize = 1.0; // This should usually be equal to 6 | // 1.0f / texture_pixel_width for a horizontal blur, and 7 | // 1.0f / texture_pixel_height for a vertical blur. 8 | uniform float _Sigma = 4.0; //The sigma value for the gaussian function: higher value means more blur 9 | 10 | #define TYPE5x5 0 11 | #define TYPE7x7 1 12 | #define TYPE9x9 2 13 | #define TYPE13x13 3 14 | 15 | #define avgPos(i, tex, uv) avgValue += tex2D(tex, uv - i * _BlurSize * _Dir) * incrementalGaussian.x; 16 | #define avgNeg(i, tex, uv) avgValue += tex2D(tex, uv + i * _BlurSize * _Dir) * incrementalGaussian.x; 17 | #define coeff(i) coefficientSum += 2.0 * incrementalGaussian.x; 18 | #define incGauss(i) incrementalGaussian.xy *= incrementalGaussian.yz; 19 | #define blur(i, tex, uv) avgPos(i, tex, uv); avgNeg(i, tex, uv); coeff(i); incGauss(i); 20 | #define blur5x5(uv, tex) blur(1, tex, uv); blur(2, tex, uv); 21 | #define blur7x7(uv, tex) blur5x5(uv, tex); blur(3, tex, uv); 22 | #define blur9x9(uv, tex) blur7x7(uv, tex); blur(4, tex, uv); 23 | #define blur13x13(uv, tex) blur9x9(uv, tex); blur(5, tex, uv); blur(6, tex, uv); blur(7, tex, uv); 24 | 25 | float4 Gaussian(sampler2D tex, float2 uv){ 26 | // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889) 27 | float3 incrementalGaussian; 28 | incrementalGaussian.x = 1.0 / (sqrt(2.0 * PI) * _Sigma); 29 | incrementalGaussian.y = exp(-0.5 / (_Sigma * _Sigma)); 30 | incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y; 31 | 32 | float4 avgValue = float4(0.0, 0.0, 0.0, 0.0); 33 | float coefficientSum = 0.0; 34 | 35 | // Take the central sample first... 36 | avgValue += tex2D(tex, uv) * incrementalGaussian.x; 37 | coefficientSum += incrementalGaussian.x; 38 | incrementalGaussian.xy *= incrementalGaussian.yz; 39 | 40 | if(TYPE == TYPE13x13){ 41 | blur13x13(uv, tex); 42 | }else if(TYPE == TYPE7x7){ 43 | blur7x7(uv, tex); 44 | }else if(TYPE == TYPE9x9){ 45 | blur9x9(uv, tex); 46 | }else if(TYPE == TYPE5x5){ 47 | blur5x5(uv, tex); 48 | } 49 | 50 | return avgValue / coefficientSum; 51 | } -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/utils/GaussianBlur.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dcde9fce05029c542a891debec947bc9 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/utils/MedianFilter.hlsl: -------------------------------------------------------------------------------- 1 | #define order(a, b) temp = a; a = min(a, b); b = max(temp, b); 2 | #define order2(a, b) order(pix[a], pix[b]); 3 | #define orderMin3(a, b, c) order2(a, b); order2(a, c); 4 | #define orderMax3(a, b, c) order2(b, c); order2(a, c); 5 | #define order3(a, b, c) orderMax3(a, b, c); order2(a, b); 6 | #define order4(a, b, c, d) order2(a, b); order2(c, d); order2(a, c); order2(b, d); 7 | #define order5(a, b, c, d, e) order2(a, b); order2(c, d); orderMin3(a, c, e); orderMax3(b, d, e); 8 | #define order6(a, b, c, d, e, f) order2(a, d); order2(b, e); order2(c, f); orderMin3(a, b, c); orderMax3(d, e, f); 9 | #define order2by4(a, b, c, d, e, f, g, h) order2(a, b); order2(c, d); order2(e, f); order2(g, h); 10 | #define order2by5(a, b, c, d, e, f, g, h, i, j) order2by4(a, b, c, d, e, f, g, h); order2(i, j); 11 | 12 | float4 Median3x3(sampler2D tex, float2 uv, float2 texel){ 13 | float3 pix[9]; 14 | float3 temp; 15 | 16 | pix[0] = tex2D(tex, uv + float2(-1.0, -1.0) * texel).rgb; 17 | pix[1] = tex2D(tex, uv + float2(0.0, -1.0) * texel).rgb; 18 | pix[2] = tex2D(tex, uv + float2(1.0, -1.0) * texel).rgb; 19 | pix[3] = tex2D(tex, uv + float2(-1.0, 0.0) * texel).rgb; 20 | pix[4] = tex2D(tex, uv + float2(.0, .0) * texel).rgb; 21 | pix[5] = tex2D(tex, uv + float2(1.0, .0) * texel).rgb; 22 | pix[6] = tex2D(tex, uv + float2(-1.0, 1.0) * texel).rgb; 23 | pix[7] = tex2D(tex, uv + float2(.0, 1.0) * texel).rgb; 24 | pix[8] = tex2D(tex, uv + float2(1.0, 1.0) * texel).rgb; 25 | 26 | order6(0, 1, 2, 3, 4, 5); 27 | order5(1, 2, 3, 4, 6); 28 | order4(2, 3, 4, 7); 29 | order3(3, 4, 8); 30 | 31 | return float4(pix[4], 1.0); 32 | } 33 | 34 | float4 Median5x5(sampler2D tex, float2 uv, float2 texel){ 35 | float3 pix[25]; 36 | float3 temp; 37 | 38 | pix[0] = tex2D(tex, uv + float2(-2.0, -2.0) * texel).rgb; 39 | pix[1] = tex2D(tex, uv + float2(-1.0, -2.0) * texel).rgb; 40 | pix[2] = tex2D(tex, uv + float2( 0.0, -2.0) * texel).rgb; 41 | pix[3] = tex2D(tex, uv + float2( 1.0, -2.0) * texel).rgb; 42 | pix[4] = tex2D(tex, uv + float2( 2.0, -2.0) * texel).rgb; 43 | pix[5] = tex2D(tex, uv + float2(-2.0, -1.0) * texel).rgb; 44 | pix[6] = tex2D(tex, uv + float2(-1.0, -1.0) * texel).rgb; 45 | pix[7] = tex2D(tex, uv + float2( 0.0, -1.0) * texel).rgb; 46 | pix[8] = tex2D(tex, uv + float2( 1.0, -1.0) * texel).rgb; 47 | pix[9] = tex2D(tex, uv + float2( 2.0, -1.0) * texel).rgb; 48 | pix[10] = tex2D(tex, uv + float2(-2.0, 0.0) * texel).rgb; 49 | pix[11] = tex2D(tex, uv + float2(-1.0, 0.0) * texel).rgb; 50 | pix[12] = tex2D(tex, uv + float2( 0.0, 0.0) * texel).rgb; 51 | pix[13] = tex2D(tex, uv + float2( 1.0, 0.0) * texel).rgb; 52 | pix[14] = tex2D(tex, uv + float2( 2.0, 0.0) * texel).rgb; 53 | pix[15] = tex2D(tex, uv + float2(-2.0, 1.0) * texel).rgb; 54 | pix[16] = tex2D(tex, uv + float2(-1.0, 1.0) * texel).rgb; 55 | pix[17] = tex2D(tex, uv + float2( 0.0, 1.0) * texel).rgb; 56 | pix[18] = tex2D(tex, uv + float2( 1.0, 1.0) * texel).rgb; 57 | pix[19] = tex2D(tex, uv + float2( 2.0, 1.0) * texel).rgb; 58 | pix[20] = tex2D(tex, uv + float2(-2.0, 2.0) * texel).rgb; 59 | pix[21] = tex2D(tex, uv + float2(-1.0, 2.0) * texel).rgb; 60 | pix[22] = tex2D(tex, uv + float2( 0.0, 2.0) * texel).rgb; 61 | pix[23] = tex2D(tex, uv + float2( 1.0, 2.0) * texel).rgb; 62 | pix[24] = tex2D(tex, uv + float2( 2.0, 2.0) * texel).rgb; 63 | 64 | //order 5*5 neighbors pixels 65 | order2by5(0,1, 3,4, 2,4, 2,3, 6,7); 66 | order2by5(5,7, 5,6, 9,7, 1,7, 1,4); 67 | order2by5(12,13, 11,13, 11,12, 15,16, 14,16); 68 | order2by5(14,15, 18,19, 17,19, 17,18, 21,22); 69 | order2by5(20,22, 20,21, 23,24, 2,5, 3,6); 70 | order2by5(0,6, 0,3, 4,7, 1,7, 1,4); 71 | order2by5(11,14, 8,14, 8,11, 12,15, 9,15); 72 | order2by5(9,12, 13,16, 10,16, 10,13, 20,23); 73 | order2by5(17,23, 17,20, 21,24, 18,24, 18,21); 74 | order2by5(19,22, 8,17, 9,18, 0,18, 0,9); 75 | order2by5(10,19, 1,19, 1,10, 11,20, 2,20); 76 | order2by5(2,11, 12,21, 3,21, 3,12, 13,22); 77 | order2by5(4,22, 4,13, 14,23,5,23,5,14); 78 | order2by5(15,24, 6,24, 6,15, 7,16, 7,19); 79 | order2by5(3,11, 5,17, 11,17, 9,17, 4,10); 80 | order2by5(6,12, 7,14, 4,6, 4,7, 12,14); 81 | order2by5(10,14, 6,7, 10,12, 6,10, 6,17); 82 | order2by5(12,17, 7,17, 7,10, 12,18, 7,12); 83 | order2by4(10,12, 12,20, 10,20, 10,12); 84 | 85 | return float4(pix[12], 1.0); 86 | } -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/Runtime/utils/MedianFilter.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ddcbd6ad1c6fa954994b92eaa05d9f6d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "com.bonjour-lab.opticalflow", 3 | "displayName": "Bonjour Lab - GPU Optical Flow utility", 4 | "version": "1.0.3", 5 | "unity": "2019.3", 6 | "description": "GPU Optical Flow is a utility tools set to compuite Optical Flow, trail and average Velocity into GPU", 7 | "keywords": [ 8 | "camera", 9 | "opticalFlow", 10 | "utility", 11 | "unity", 12 | "bonjourlab" 13 | ], 14 | "homepage": "https://www.bonjour-lab.com/", 15 | "bugs": { 16 | "url": "https://github.com/Bonjour-Interactive-Lab/Unity3D-CameraOpticalFlow/issues" 17 | }, 18 | "repository": { 19 | "type": "git", 20 | "url": "https://github.com/Bonjour-Interactive-Lab/Unity3D-CameraOpticalFlow.git" 21 | }, 22 | "license": "MIT", 23 | "author": { 24 | "name": "bonjour lab", 25 | "email": "alex@bonjour-lab.com", 26 | "url": "https://www.bonjour-lab.com/" 27 | }, 28 | "dependencies": { "com.bonjour-lab.uvccamera": "1.0.4" } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/com.bonjour-lab.opticalflow/package.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2493dcd5fa2a0844196dcd401e7452ac 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. 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Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. 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Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "scopedRegistries": [ 3 | { 4 | "name": "Bonjour-lab", 5 | "url": "https://registry.npmjs.com", 6 | "scopes": [ 7 | "com.bonjour-lab" 8 | ] 9 | } 10 | ], 11 | "dependencies": { 12 | "com.bonjour-lab.uvccamera": "1.0.4", 13 | "com.unity.collab-proxy": "1.5.7", 14 | "com.unity.ide.rider": "2.0.7", 15 | "com.unity.ide.visualstudio": "2.0.8", 16 | "com.unity.ide.vscode": "1.2.3", 17 | "com.unity.test-framework": "1.1.24", 18 | "com.unity.textmeshpro": "3.0.6", 19 | "com.unity.timeline": "1.4.8", 20 | "com.unity.ugui": "1.0.0", 21 | "com.unity.modules.ai": "1.0.0", 22 | "com.unity.modules.androidjni": "1.0.0", 23 | "com.unity.modules.animation": "1.0.0", 24 | "com.unity.modules.assetbundle": "1.0.0", 25 | "com.unity.modules.audio": "1.0.0", 26 | 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity3D-CameraOpticalFlow 2 | ![gif](https://i.imgur.com/9V83DvQ.gif) 3 | 4 | *CameraOpticalFlow* is a GPU based optical flow system for unity. 5 | 6 | ### OpticalFlow.cs 7 | This script computes an optical flow on GPU side. 8 | It takes a RenderTexture as an input to analyze. 9 | The result is returned as a RenderTexture in an ARGBFloat format. 10 | You can grab the RenderTexture containing the OF from script by calling ```OpticalFlow.GetOpticalFlowMap()``` 11 | 12 | ### OFTrailSystemUpdater.cs 13 | This script compute an history trail from the optical flow. 14 | It grab the result from ```OpticalFlow.cs``` 15 | The results is return as a CustomRenderTexture in an ARGBFloat format. 16 | You could get the result of the OF from script by calling ```OFTrailSystemUpdater.GetOFTrail()``` 17 | 18 | ### AverageVelocity.cs 19 | This script compute the average velocity from the OF texture. 20 | Please note: this computation can be pretty intensive as it loop over all the pixel of the image. Use it with a lower resolution defined by the var ```resolution``` 21 | The result can be grab using ```AverageVelocity.GetAverageVelocity()``` 22 | The ```AverageVelocity.GetAverageVelocity()``` function return a Vector3 discribing the average velocity in XY component and the max magnitude in the Z component (if needed for normalization) 23 | 24 | ### Install Package 25 | This package uses the scoped registry feature to import dependent packages. 26 | Please add the following sections to the package manifest file (Packages/manifest.json). 27 | 28 | To the scopedRegistries section: 29 | ``` 30 | { 31 | "name": "Bonjour-lab", 32 | "url": "https://registry.npmjs.com", 33 | "scopes": [ 34 | "com.bonjour-lab" 35 | ] 36 | } 37 | ``` 38 | 39 | To the dependencies section: 40 | 41 | ``` 42 | "com.bonjour-lab.opticalflow": "1.0.3", 43 | ``` 44 | 45 | After changes, the manifest file should look like below: 46 | ``` 47 | { 48 | "scopedRegistries": [ 49 | { 50 | "name": "Bonjour-lab", 51 | "url": "https://registry.npmjs.com", 52 | "scopes": [ 53 | "com.bonjour-lab" 54 | ] 55 | } 56 | ], 57 | "dependencies": { 58 | "com.bonjour-lab.opticalflow": "1.0.3", 59 | ... 60 | ``` 61 | 62 | 63 | Tested on 64 | ------- 65 | * Unity 2020 & 2019 66 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | RecentlyUsedScenePath-0: 9 | value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d 10 | flags: 0 11 | vcSharedLogLevel: 12 | value: 0d5e400f0650 13 | flags: 0 14 | m_VCAutomaticAdd: 1 15 | m_VCDebugCom: 0 16 | m_VCDebugCmd: 0 17 | m_VCDebugOut: 0 18 | m_SemanticMergeMode: 2 19 | m_VCShowFailedCheckout: 1 20 | m_VCOverwriteFailedCheckoutAssets: 1 21 | m_VCProjectOverlayIcons: 1 22 | m_VCHierarchyOverlayIcons: 1 23 | m_VCOtherOverlayIcons: 1 24 | m_VCAllowAsyncUpdate: 0 25 | --------------------------------------------------------------------------------