Onvif camera about thermal FOV is different from visual FOV - onvif

I'm developing thermal analytics and rules from ONVIF-Analytics-Service-Spec.pdf v22.06,
detail is Annex D.Radiometry (normative)
https://www.onvif.org/specs/srv/analytics/ONVIF-Analytics-Service-Spec.pdf
On page#60, Table D.2 and page#62, Table D.4,
CreateAnalyticsModules can set ScreenCoords,
but so far I don't know how to deal with different FOV between thermal and visual lenses.
Should I use a visual lens fov to implement or not?
Currently, I have no ideas about this issue,
Is there a better way to solve this problem?
Thanks in advance.

Related

Best way for responsive design in Android Studio

Which of these is the best for responsive design
create layouts like this:
res/layout-small
res/layout-normal
res/layout-large
res/layout-xlarge
or create only one layout and set its width and height to percent
I don’t know whether this is a stupid question or not, I’m just wondering what many ladies do in such situations.Thanks
I think using ConstraintLayout properly can make your app responsive almost to all screen sizes.
learn about ConstraintsLayout here.
read more about responsive design here.
Although you will still need to provide different design for landscape mode and you might need a different design for tablets.
if you need more clarifications, let me know in the comments!

Reduce the resolution of kinect v2 colorframe 1920*1080 to 640*480

I have done lot of search on internet to find the solution but failed. I was trying to reduce the resolution of kinect v2 colorframe but remains failed. If anyone have any idea how to solve this problem to reduce the resolution from 1920*1080 to 640*480. I'll be very grateful.
I also tried the following link Kinect v2 for windows: resize color frame in c#
+1 for the effort. Nevertheless, I personally asked Microsoft this same question in Berlin 2014. They won't release a proper way of doing it. A post-acquisition reduction technique with 100% resolution reduction will also be tough to be achieved.
I tried using 3x3 kernel's to calculate the value of RGB points and then re-construct the image. It won't work perfectly but it might be a starting point.

Changing colors in DirectShow

I recently created my own DirectShow movie player as a control for use in WPF. This all works fine, but my customer would like a feature to boost colors depending on his preference.
Based on an old application he uses, he defines this as three seperate sliders, one for each color channel (RGB).
When R would be set to 255, and the others lower to zero, the red color in the playing video would be boosted, or at least "noticeably more red".
I have already messed with Hue, Saturation, Contrast, Brightness, all kinds of RGB to HSL/HSV calculations as found on wikipedia and such, but none of those really do what I expect.
Could anyone point me in the right direction? Perhaps an exposed interface in DirectShow I missed, because I'm kind of clueless at the moment. Is it even possible by default in DirectShow?
Do you use oldskool directshow graphfilter interfaces?
IID_IAMVideoProcAmp:
http://msdn.microsoft.com/en-us/library/windows/desktop/dd376033%28v=vs.85%29.aspx
this interface has brightness, contrast, hue, saturation, sharpness, gamma etc.. setters and getters.
Transform Filter
http://msdn.microsoft.com/en-us/library/windows/desktop/dd391015%28v=vs.85%29.aspx
This might not be click-click-it-works task if you create everything from scratch. Transformation filter is a capability to create intermediate filters changing video buffer pixels at runtime.
Do you use C#, C++ or other language?
You did say using Windows Presentation Framework(WPF), but then mediaplayer is a directshow application. My understanding is directshow is more or less dead tech.
Study WPF Effects interface, its a modern shader tech where you should easier transform pixel colors or whatnot effects be created.
Pixel Shader Effect Examples
Edit Few directshow filter related links for reference
http://msdn.microsoft.com/en-us/library/windows/desktop/dd375468%28v=vs.85%29.aspx (list of MS directshow samples)
http://en.verysource.com/code/4151972_1/ezrgb24.cpp.html (ezrgb24.cpp filter source)
http://www.gdcl.co.uk/downloads.htm
http://mathinfo.univ-reims.fr/image/mmVideo/cours/DirectShow3Annexe.pdf

How to zoom in and zoom out image of device context(CDC) in SDI or MDI application

I want to know how use pointer of CDC.
Broadly, there are two ways:
- use the CDC::SetViewportOrg/SetViewportExt apis to have GDI do the scaling for you
- manually keep track of the scroll position and zoom level, and in your OnPaint, do your BitBlt or siblings to and from the correct coordinates in the source and destination DC's.
Unfortunately, most of this answer won't mean much to you without some background in MFC, which I presume you don't have from the generic nature of your question. It's a bit of a chicken and egg problem. I suggest you first read the documentation on the mentioned members of CDC (including studying the code of the example that is linked to from the MSDN docs on them), and then coming back to ask more specific questions if you can't figure it out.

How to create Liquid Layout in android

I am into a project in university, I would like to know that how can I use liquid layout in android so that different screen sizes must see the application according to its resolution?
In simple words, I would like to create an application whose layout is perfect in all the type of screens :)
I know how to create it in simple html/css in websites for PCs, but how to do it in android?
Can anyone please give suggestions/help/tutorial link?
Thanks,
Usman
Android provides "liquid" layouts out of the box - the layout dimensions and contained elements adapt to screen resolution automatically. It is gracefully handled by the Android framework. There are various kind of layouts available (LinearLayout, FrameLayout etc.) so you need to check carefully which type of layout is the best for you.
You should avoid AbsoluteLayout. While it is true it lets you specify exact locations (x/y coordinates) of its children it is less flexible and harder to maintain than other types of layouts without absolute positioning. It is now deprecated anyway.
Useful links:
To read more about different layouts see: http://developer.android.com/guide/topics/ui/layout-objects.html
Good tutorials are also available here: http://developer.android.com/resources/tutorials/views/index.html in the "Layouts" section.
AbsoluteLayout doc: http://developer.android.com/reference/android/widget/AbsoluteLayout.html
Update:
Layout itself will adapt to different kind of resolutions automatically but you need to keep it mind that elements contained in a layout can look differently. The same image will be smaller on high-res screen than on low-res screen. Luckily, Android provides a way to deal with this problem in a simple manner. You can supply different images depending on the resolution that a device has (this is a bit of a simplification because there are other factors eg. pixel density in addition to resolution that matters). By the same token, it is also possible to supply a different layout but it is not that common.
Links:
Full story on multiple screen support: http://developer.android.com/guide/practices/screens_support.html
Sample code: http://developer.android.com/resources/samples/MultiResolution/index.html

Resources