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Warping Areas
The display area comprises the whole image including the grey border, as depicted in the figure below. The bitmap image area is the area within the grey border. This is the area of interest and which should be warped. The reference points are evenly distribut...
Pixel Resolution and Number of Bits per Parameter
Pixel Resolution The pixel resolution determines the warping accuracy. The final displacement of a reference point is the product of the warping parameter by parameter resolution. A warping parameter is therefore given by the desired displacement divided by r...
Reference Points and the Warp Matrix
The warping parameters are based on reference points. These points are mapped by a 2D array containing coordinates inside the bitmap area to be warped. For each reference point, a shift vector is stored by the application. Every shift vector determines the am...
Adjustments
An adjustment is specified by a mode, a direction and a delta. For each reference point and corresponding shift vector, the adjustment is computed and applied. The resulting shift vector is again cached in the warping library. This way of implementation allows...
Rotation and Scale
Rotation The rotation takes place around the warped center point of the bitmap area. If an uneven number of reference points in x/y direction is specified, the warped center point coincides with the middle reference grid point and the coordinates of the rotat...
Image Flipping
Flipping transforms the content prior to warping the image on screen. Flipping is supported only when warping is enabled. The following orientations are supported: Candera::DisplayOrientation::Unchanged Candera::DisplayOrientation::HorizontallyFlippe...
Warp Image Bounds
Warp image bounds comprise upper left corner point of the bitmap image area, its width, and height (normalized to the range [0..1]). They are used to specify to Candera which part of the rendered display image shall be mapped to the warping mesh computed fro...
Appendix A: Sample code
Please refer to the following code snippets for information on how to the Warping Library and Candera are used in order to calculate the warped output that will be rendered on display. Create Warp Matrix en_warp_result_t enResult = WarpResultSuccess; ...
Overview
The system view shows the location of the warping library in the system as well as connections to other components. Globally, the warping library consists of two parts, the warping application module and a warping platform module. The platform m...
Creation
Library for Host Environment The source code for building the Warping Application Module (aka Warping library) is located in the src/WarpingLibrary sub directory. In a console window, run one of the batch files referring to Visual Studio (example: run_cmake...
Build and Run Sample Applications
This page gives an overview and explanations on how to build and execute sample applications for different host or target systems. Host Environment Build Application WarpingSample1 for Windows Host The source code of the warping sample application WarpSam...
Concept and Use Cases
Control Concept Controls are template scenes created for later reuse via control nodes. They are meant to be interactive. To make them interactive they can be filled with Behaviors. A control collects a part of the scene graph and Behaviors into a single enti...
Use Controls
Use Controls Controls are displayed in Toolbox panel from where they can be dropped into scenes which will result in control nodes. A "Show Controls as Big Icons/List" button is available in the upper right corner. If this button is used, a different...
Create Controls
Save a Node As Control Save nodes as control using: "Save as Control" context menu item on a selected node in the Scene Tree panel. The new control will contain both node and all its children. "Save Children as Control" context menu item on a select...
Edit Controls
Edit Controls Controls are listed in Toolbox-Controls panel and Solution Explorer panel. By double clicking on a control, it will be opened for editing just like a normal scene. Editing controls allows to: Modify the scene graph structure and conten...
Expand Controls
Expand Controls If a control node needs to be customized for a specific set of scenes, it might be useful to decompose an existing control to create a new, customized version of it. For this, use the context menu option "Expand Control Node" on a selected co...
Augmented Reality Controls (AR Controls)
1. Introduction This section describes CGI Studio controls to enable augmented reality applications with CGIStudio, which were designed for generic navigation overlay use case in the automotive area. Typically in video see-through AR, a real world video feed ...
Overview
This chapter gives an overview of Behaviors. What are Behaviors? The purpose of Behaviors is to perform modifications to the content presented to the user. While it would be possible for the application to directly perform any required change directly to th...