Is it posibile to change the focus for Camera Module V2? - raspberry-pi

I am using the camera for reading some text and currently, my images look quite blurry
Is it possible to change the focus of the camera?
I am using
https://www.raspberrypi.org/products/camera-module-v2/

Yes, it's definitely possible, I did it many times. Sometimes in the camera box there is even a specific tool to rotate the lens included (check if you have it, I experienced that it's not always present). If you don't have a tool take thin pliers and rotate the lens, you can look here.

Related

UNITY: Everything looks Low Resolution. Even SVG vectors

I'm new to Unity so Hopefully this is an easy fix.
So everything looks super low res for me. I wish my images looked high res.
Even SVG looks low res even though they're vector nodes, I don't get that at all but I assume Unity doesn't play with svg yet? the black outline graphic is SVG, the rest are PNG with alpha.
Take a peek at my three different windows. Let me know your suggestions (remember I don't know anything so the easiest thing can been overlooked)
There is a "Scale" slider on top of the game view. Right now it is set to 2.8x. When you do that Unity just zooms in but it doesn't set the the resolution or actually change anything at all. It's like moving the screen really close to your face :D Nothing else besides that particulat window is affected by this setting. So my advice would be to always keep it at 1. Unless you want to see something specific at the screen of course

How to get manual camera focus in Flutter

Currently I'm using this library:
https://pub.dev/packages/camera and it has setFocusMode to either Auto or locked, but I need a way to be able to get manual focus mode for camera, where user can tap in camera feed and the focus should be adjusted accordingly.
How do I go about implementing this in my app?
I found this plugin https://pub.dev/documentation/manual_camera/latest/. Does this work? you could use focus distance. If you could get the distance of the object you could set it that way. It's almost like shooting out a ray in game programming. I don't know if this is possible to do but maybe using the size of the objects in the image you could get the distance. someone else has probably already figured this out.

How to disable image detection if there is already a detected image

I have the, in my opinion, simple problem of disabling image detection with the AR Camera. I have the problem, that my app detects an image from the image library and spawns an object etc. everything according to plan.
But the problem is that if move the camera over another detectable image, it recognizes it. This is bad not because it spawns something additionaly but because you can "collect" the images in my app, so it unlocked the other detected one even though it shouldn´t.
So how can I disable image detection without turning off the AR-Camera?
I so far tried to simply disable the "ARManager" and the "ARTrackedImageManager" script (.enabled=false), but it didn´t solve my problem, because the app still detects other images.
Hope I could explain what my question and problem is properly. Any help is appreciated!
It really depends on what library you're using to detect the image. Generally, most marker tracking libraries will create a marker object in your Unity scene. You can disable these marker objects after you find one, and only leave the marker you're interested in. Make sure you also set the number of tracked images to 1 so you won't accidentally find two markers in one frame.

How to create a slider without an outline?

I want to create a slider without an outline.
Like this one:
Note rounded edges.
I assume I need to create a sprite for that. Unfortunately, I can't find any good tutorials on sprites for sliders. I think the easiest way would be to edit the built-in one but I don't know how to get it for editing.
This is how the original slider from my Unity looks like:
Note the outline.
So, surprising solution that should be available to all of us.
Put the default slider in and go to the Source Image for both the Background and Handle. Instead of using what is there, change it to another Unity Standard sprite called TouchpadSprite. This should do the trick. Not sure if the fact that this is called 'touchpad'sprite will cause a problem when make a PC game, but I doubt it. FYI the TouchpadSprite is from the "Standard Assets (for Unity 2017.3)" that is available for free in the Unity Asset Store. Feel free to only import the sprite itself. The Asset Pack itself is pretty large, but there is a lot of good/useful stuff in there.
Also, you will have to increase the Pixels Per Unit Multiplier value. My picture shows what I had to increase it to. This will allow you to choose the rounding of your edges as well. Play with it and let me know if it works.
Hope this helps!

Overlay "Structured Glas" Effect on iPhone Camera Feed - General Directions

I'm currently trying to write an app, that would be able to show the effects of glas, as seen through the iPhone Camera.
I'm not talking about simple, uniform glas but glass like this:
Now I already broke this into two problems:
1) Apply some Image Filter to the 2D-frames presented by the iPhone Camera. This has been done and seems possible, e.g. in the app: faceman
2) I need to get the individual lighting properties of a sheet of glas that my client supplies me with. Now basicly, there must be a way to read the information about how the glas distorts ands skews the image. I think It might be somehow possible to make a high-res picture of the plate of glasplate, laid on a checkerboard-image and somehow analyze this.
Now, I'm mostly searching for literature, weblinks on how you guys think I could start at 2. It doesn't need to be exact, in the end I just need something that looks approximately like the sheet of glass I want to show. And I'm don't even know where to search, Physics, Image Filtering or Comupational Photography books.
EDIT: I'm currently thinking, that one easy solution could be bump-mapping the texture on top of the camera-feed, I asked another question on this here.
You need to start with OpenGL. You want to effectively have a texture - similar to the one you've got above - displace the texture below it (the live camera view) to give the impression of depth and distortion. This is a 'non-trivial' problem, in that whilst it's a fairly standard problem in its field if you're coming from a background with no graphics or OpenGL experience you can expect a very steep learning curve.
So in short, the only way you can achieve this realistically on iOS is to use OpenGL, and that should be your starting point. Apple have a few guides on the matter, but you'll be better off looking elsewhere. There are some useful books such as the OpenGL ES 2.0 Programming Guide that can get you off on the right track, but where you start would depend on how comfortable you are with 3D graphics and C.
Just wanted to add that I solved this old answer using the refraction example in the Khronos OpenGl ES SDK.
Wrote a blog-entry with pictures about it :
simulating windows with refraction