How do I get a faster data matrix code reading? - swift

So I've been playing around with this: https://apps.apple.com/us/app/qr-code-barcode-scanner/id1048473097
barcode app. I've noticed that it's focusing near all while still maintaining autofocus. Furthermore, the object in front of the camera has nearly no motion blur (when moved around).
So I went ahead and made some changes to my barcode/QR/data matrix code to be similar to the app. The reason I did so is that their app was able to capture a REALLY small data matrix code (can't show here) while my app wasn't. After the tweaking, I am now able to read the SMALL data matrix code but not as fast as them. Mine can do it as fast (if not faster) if it's placed in the right area but theirs is more consistent and doesn't require as much "finagel-ing" to find the position for the data matrix code to then be extracted.
Below is my AVFoundation code.
view.backgroundColor = UIColor.black
captureSession = AVCaptureSession()
captureSession.sessionPreset = AVCaptureSession.Preset.hd1920x1080;
guard let videoCaptureDevice = AVCaptureDevice.default(for: .video) else { return }
do {
try videoCaptureDevice.lockForConfiguration()
} catch {
return
}
// videoCaptureDevice.focusMode = AVCaptureDevice.FocusMode.autoFocus
videoCaptureDevice.autoFocusRangeRestriction = .near
// videoCaptureDevice.activeVideoMaxFrameDuration = CMTimeMake(value: 1, timescale: 30)
// videoCaptureDevice.activeVideoMinFrameDuration = CMTimeMake(value: 1, timescale: 30)
// videoCaptureDevice.focusMode = AVCaptureDevice.FocusMode.continuousAutoFocus
// videoCaptureDevice.setFocusModeLocked(lensPosition: 0.45) { (hi) in
// print(hi)
// }
videoCaptureDevice.focusMode = .continuousAutoFocus
videoCaptureDevice.unlockForConfiguration()
let videoInput: AVCaptureDeviceInput
do {
videoInput = try AVCaptureDeviceInput(device: videoCaptureDevice)
} catch {
return
}
if (captureSession.canAddInput(videoInput)) {
captureSession.addInput(videoInput)
} else {
failed()
return
}
let metadataOutput = AVCaptureMetadataOutput()
if (captureSession.canAddOutput(metadataOutput)) {
captureSession.addOutput(metadataOutput)
metadataOutput.setMetadataObjectsDelegate(self, queue: DispatchQueue.main)
metadataOutput.metadataObjectTypes = types
} else {
failed()
return
}
types just holds the ObjectType (e.g: [.qr, .dataMatrix, .etc])
If there is anything you guys see that would make this more physically consistent with a smaller data matrix barcode, that would be awesome!

Related

Implementing AVVideoCompositing causes video rotation problems

I using Apple's example https://developer.apple.com/library/ios/samplecode/AVCustomEdit/Introduction/Intro.html and have some issues with video transformation.
If source assets have preferredTransform other than identity, output video will have incorrectly rotated frames. This problem can be fixed if AVMutableVideoComposition doesn't have value in property customVideoCompositorClass and when AVMutableVideoCompositionLayerInstruction's transform is setted up with asset.preferredTransform. But in reason of using custom video compositor, which adopting an AVVideoCompositing protocol I can't use standard video compositing instructions.
How can I pre-transform input asset tracks before it's CVPixelBuffer's putted into Metal shaders? Or there are any other way to fix it?
Fragment of original code:
func buildCompositionObjectsForPlayback(_ forPlayback: Bool, overwriteExistingObjects: Bool) {
// Proceed only if the composition objects have not already been created.
if self.composition != nil && !overwriteExistingObjects { return }
if self.videoComposition != nil && !overwriteExistingObjects { return }
guard !clips.isEmpty else { return }
// Use the naturalSize of the first video track.
let videoTracks = clips[0].tracks(withMediaType: AVMediaType.video)
let videoSize = videoTracks[0].naturalSize
let composition = AVMutableComposition()
composition.naturalSize = videoSize
/*
With transitions:
Place clips into alternating video & audio tracks in composition, overlapped by transitionDuration.
Set up the video composition to cycle between "pass through A", "transition from A to B", "pass through B".
*/
let videoComposition = AVMutableVideoComposition()
if self.transitionType == TransitionType.diagonalWipe.rawValue {
videoComposition.customVideoCompositorClass = APLDiagonalWipeCompositor.self
} else {
videoComposition.customVideoCompositorClass = APLCrossDissolveCompositor.self
}
// Every videoComposition needs these properties to be set:
videoComposition.frameDuration = CMTimeMake(1, 30) // 30 fps.
videoComposition.renderSize = videoSize
buildTransitionComposition(composition, andVideoComposition: videoComposition)
self.composition = composition
self.videoComposition = videoComposition
}
UPDATE:
I did workaround for transforming like this:
private func makeTransformedPixelBuffer(fromBuffer buffer: CVPixelBuffer, withTransform transform: CGAffineTransform) -> CVPixelBuffer? {
guard let newBuffer = renderContext?.newPixelBuffer() else {
return nil
}
// Correct transformation example I took from https://stackoverflow.com/questions/29967700/coreimage-coordinate-system
var preferredTransform = transform
preferredTransform.b *= -1
preferredTransform.c *= -1
var transformedImage = CIImage(cvPixelBuffer: buffer).transformed(by: preferredTransform)
preferredTransform = CGAffineTransform(translationX: -transformedImage.extent.origin.x, y: -transformedImage.extent.origin.y)
transformedImage = transformedImage.transformed(by: preferredTransform)
let filterContext = CIContext(mtlDevice: MTLCreateSystemDefaultDevice()!)
filterContext.render(transformedImage, to: newBuffer)
return newBuffer
}
But wondering if there are more memory-effective way without creation of new pixel buffers
How can I pre-transform input asset tracks before it's CVPixelBuffer's
putted into Metal shaders?
The best way to achieve maximum performance is to transform your video frame directly in shader. You just need to add rotation matrix in your Vertex shader.

AVCaptureVideoPreviewLayer does not detect objects in two ranges of the screen

I downloaded Apple's project about recognizing Objects in Live Capture.
When I tried the app I saw that if I put the object to recognize on the top or on the bottom of the camera view, the app doesn't recognize the object:
In this first image the banana is in the center of the camera view and the app is able to recognize it.
image object in center
In these two images the banana is near to the camera view's border and it is not able to recognize the object.
image object on top
image object on bottom
This is how session and previewLayer are set:
func setupAVCapture() {
var deviceInput: AVCaptureDeviceInput!
// Select a video device, make an input
let videoDevice = AVCaptureDevice.DiscoverySession(deviceTypes: [.builtInWideAngleCamera], mediaType: .video, position: .back).devices.first
do {
deviceInput = try AVCaptureDeviceInput(device: videoDevice!)
} catch {
print("Could not create video device input: \(error)")
return
}
session.beginConfiguration()
session.sessionPreset = .vga640x480 // Model image size is smaller.
// Add a video input
guard session.canAddInput(deviceInput) else {
print("Could not add video device input to the session")
session.commitConfiguration()
return
}
session.addInput(deviceInput)
if session.canAddOutput(videoDataOutput) {
session.addOutput(videoDataOutput)
// Add a video data output
videoDataOutput.alwaysDiscardsLateVideoFrames = true
videoDataOutput.videoSettings = [kCVPixelBufferPixelFormatTypeKey as String: Int(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange)]
videoDataOutput.setSampleBufferDelegate(self, queue: videoDataOutputQueue)
} else {
print("Could not add video data output to the session")
session.commitConfiguration()
return
}
let captureConnection = videoDataOutput.connection(with: .video)
// Always process the frames
captureConnection?.isEnabled = true
do {
try videoDevice!.lockForConfiguration()
let dimensions = CMVideoFormatDescriptionGetDimensions((videoDevice?.activeFormat.formatDescription)!)
bufferSize.width = CGFloat(dimensions.width)
bufferSize.height = CGFloat(dimensions.height)
videoDevice!.unlockForConfiguration()
} catch {
print(error)
}
session.commitConfiguration()
previewLayer = AVCaptureVideoPreviewLayer(session: session)
previewLayer.videoGravity = AVLayerVideoGravity.resizeAspectFill
rootLayer = previewView.layer
previewLayer.frame = rootLayer.bounds
rootLayer.addSublayer(previewLayer)
}
You can download the project here,
I am wondering if it is normal or not.
Is there any solutions to fix?
Does it take square photos to elaborate with coreml and the two ranges are not included?
Any hints? Thanks
That's probably because the imageCropAndScaleOption is set to centerCrop.
The Core ML model expects a square image but the video frames are not square. This can be fixed by setting the imageCropAndScaleOption option on the VNCoreMLRequest. However, the results may not be as good as with center crop (it depends on how the model was originally trained).
See also VNImageCropAndScaleOption in the Apple docs.

zoom in and zoom out camera on pinch gesture swift

I am using front camera in my app. I want that while taking photos user can zoom in and out camera
I tried this code
let device = AVCaptureDevice.default(for: .video)
print(sender.scale)
let vZoomFactor = sender.scale * prevZoomFactor
if sender.state == .ended {
prevZoomFactor = vZoomFactor >= 1 ? vZoomFactor : 1
}
if sender.state == .changed{
do {
try device!.lockForConfiguration()
if (vZoomFactor <= device!.activeFormat.videoMaxZoomFactor) {
device!.videoZoomFactor = max(1.0, min(vZoomFactor, device!.activeFormat.videoMaxZoomFactor))
device?.unlockForConfiguration()
} else {
print("Unable to set videoZoom: (max \(device!.activeFormat.videoMaxZoomFactor), asked \(vZoomFactor))")
}
} catch {
print("\(error.localizedDescription)")
}
}
every thing is working fine in back camera but zoom is not applying on front camera.
well, after spending hours on this code i got the there where i was making the mistake.
let device = AVCaptureDevice.default(for: .video)
this will by default get the back camera and work perfect but when i switch it to front it is till considering it as back camera , so i just added a condition
if currentcam == frontcam {
let device = frontcam
//did other stuff for zooimng
}
else {
let device = AVCaptureDevice.default(for: .video)
//did other stuff for zooimng
}
this worked fine for me

Why is an iPhone XS getting worse CPU performance when using the camera live than an iPhone 6S Plus?

I'm using live camera output to update a CIImage on a MTKView. My main issue is that I have a large, negative performance difference where an older iPhone gets better CPU performance than a newer one, despite all their settings I've come across are the same.
This is a lengthy post, but I decided to include these details since they could be important to the cause of this problem. Please let me know what else I can include.
Below, I have my captureOutput function with two debug bools that I can turn on and off while running. I used this to try to determine the cause of my issue.
applyLiveFilter - bool whether or not to manipulate the CIImage with a CIFilter.
updateMetalView - bool whether or not to update the MTKView's CIImage.
// live output from camera
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection){
/*
Create CIImage from camera.
Here I save a few percent of CPU by using a function
to convert a sampleBuffer to a Metal texture, but
whether I use this or the commented out code
(without captureOutputMTLOptions) does not have
significant impact.
*/
guard let texture:MTLTexture = convertToMTLTexture(sampleBuffer: sampleBuffer) else{
return
}
var cameraImage:CIImage = CIImage(mtlTexture: texture, options: captureOutputMTLOptions)!
var transform: CGAffineTransform = .identity
transform = transform.scaledBy(x: 1, y: -1)
transform = transform.translatedBy(x: 0, y: -cameraImage.extent.height)
cameraImage = cameraImage.transformed(by: transform)
/*
// old non-Metal way of getting the ciimage from the cvPixelBuffer
guard let pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else
{
return
}
var cameraImage:CIImage = CIImage(cvPixelBuffer: pixelBuffer)
*/
var orientation = UIImage.Orientation.right
if(isFrontCamera){
orientation = UIImage.Orientation.leftMirrored
}
// apply filter to camera image
if debug_applyLiveFilter {
cameraImage = self.applyFilterAndReturnImage(ciImage: cameraImage, orientation: orientation, currentCameraRes:currentCameraRes!)
}
DispatchQueue.main.async(){
if debug_updateMetalView {
self.MTLCaptureView!.image = cameraImage
}
}
}
Below is a chart of results between both phones toggling the different combinations of bools discussed above:
Even without the Metal view's CIIMage updating and no filters being applied, the iPhone XS's CPU is 2% greater than iPhone 6S Plus's, which isn't a significant overhead, but makes me suspect that somehow how the camera is capturing is different between the devices.
My AVCaptureSession's preset is set identically between both phones
(AVCaptureSession.Preset.hd1280x720)
The CIImage created from captureOutput is the same size (extent)
between both phones.
Are there any settings I need to set manually between these two phones AVCaptureDevice's settings, including activeFormat properties, to make them the same between devices?
The settings I have now are:
if let captureDevice = AVCaptureDevice.default(for:AVMediaType.video) {
do {
try captureDevice.lockForConfiguration()
captureDevice.isSubjectAreaChangeMonitoringEnabled = true
captureDevice.focusMode = AVCaptureDevice.FocusMode.continuousAutoFocus
captureDevice.exposureMode = AVCaptureDevice.ExposureMode.continuousAutoExposure
captureDevice.unlockForConfiguration()
} catch {
// Handle errors here
print("There was an error focusing the device's camera")
}
}
My MTKView is based off code written by Simon Gladman, with some edits for performance and to scale the render before it is scaled up to the width of the screen using Core Animation suggested by Apple.
class MetalImageView: MTKView
{
let colorSpace = CGColorSpaceCreateDeviceRGB()
var textureCache: CVMetalTextureCache?
var sourceTexture: MTLTexture!
lazy var commandQueue: MTLCommandQueue =
{
[unowned self] in
return self.device!.makeCommandQueue()
}()!
lazy var ciContext: CIContext =
{
[unowned self] in
return CIContext(mtlDevice: self.device!)
}()
override init(frame frameRect: CGRect, device: MTLDevice?)
{
super.init(frame: frameRect,
device: device ?? MTLCreateSystemDefaultDevice())
if super.device == nil
{
fatalError("Device doesn't support Metal")
}
CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, self.device!, nil, &textureCache)
framebufferOnly = false
enableSetNeedsDisplay = true
isPaused = true
preferredFramesPerSecond = 30
}
required init(coder: NSCoder)
{
fatalError("init(coder:) has not been implemented")
}
// The image to display
var image: CIImage?
{
didSet
{
setNeedsDisplay()
}
}
override func draw(_ rect: CGRect)
{
guard var
image = image,
let targetTexture:MTLTexture = currentDrawable?.texture else
{
return
}
let commandBuffer = commandQueue.makeCommandBuffer()
let customDrawableSize:CGSize = drawableSize
let bounds = CGRect(origin: CGPoint.zero, size: customDrawableSize)
let originX = image.extent.origin.x
let originY = image.extent.origin.y
let scaleX = customDrawableSize.width / image.extent.width
let scaleY = customDrawableSize.height / image.extent.height
let scale = min(scaleX*IVScaleFactor, scaleY*IVScaleFactor)
image = image
.transformed(by: CGAffineTransform(translationX: -originX, y: -originY))
.transformed(by: CGAffineTransform(scaleX: scale, y: scale))
ciContext.render(image,
to: targetTexture,
commandBuffer: commandBuffer,
bounds: bounds,
colorSpace: colorSpace)
commandBuffer?.present(currentDrawable!)
commandBuffer?.commit()
}
}
My AVCaptureSession (captureSession) and AVCaptureVideoDataOutput (videoOutput) are setup below:
func setupCameraAndMic(){
let backCamera = AVCaptureDevice.default(for:AVMediaType.video)
var error: NSError?
var videoInput: AVCaptureDeviceInput!
do {
videoInput = try AVCaptureDeviceInput(device: backCamera!)
} catch let error1 as NSError {
error = error1
videoInput = nil
print(error!.localizedDescription)
}
if error == nil &&
captureSession!.canAddInput(videoInput) {
guard CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, MetalDevice, nil, &textureCache) == kCVReturnSuccess else {
print("Error: could not create a texture cache")
return
}
captureSession!.addInput(videoInput)
setDeviceFrameRateForCurrentFilter(device:backCamera)
stillImageOutput = AVCapturePhotoOutput()
if captureSession!.canAddOutput(stillImageOutput!) {
captureSession!.addOutput(stillImageOutput!)
let q = DispatchQueue(label: "sample buffer delegate", qos: .default)
videoOutput.setSampleBufferDelegate(self, queue: q)
videoOutput.videoSettings = [
kCVPixelBufferPixelFormatTypeKey as AnyHashable as! String: NSNumber(value: kCVPixelFormatType_32BGRA),
kCVPixelBufferMetalCompatibilityKey as String: true
]
videoOutput.alwaysDiscardsLateVideoFrames = true
if captureSession!.canAddOutput(videoOutput){
captureSession!.addOutput(videoOutput)
}
captureSession!.startRunning()
}
}
setDefaultFocusAndExposure()
}
The video and mic are recorded on two separate streams. Details on the microphone and recording video have been left out since my focus is performance of live camera output.
UPDATE - I have a simplified test project on GitHub that makes it a lot easier to test the problem I'm having: https://github.com/PunchyBass/Live-Filter-test-project
From the top of my mind, you are not comparing pears with pears, even if you are running with the 2.49 GHz of A12 against 1.85 GHz of A9, the differences between the cameras are also huge, even if you use them with the same parameters there are several features from XS's camera that require more CPU resources (dual camera, stabilization, smart HDR, etc).
Sorry for the sources, I tried to find metrics of the CPU cost of those features, but I couldn't find it, unfortunately for your needs, that information is not relevant for marketing, when they are selling it as the best camera ever for an smartphone.
They are selling it as the best processor as well, we don't know what would happen using the XS camera with an A9 processor, it would probably crash, we will never know...
PS.... Your metrics are for the whole processor or for the used core? For the whole processor, you also need to consider other tasks that the devices can be executing, for the single core, is 21% of 200% against 39% of 600%

Best practices for changing inputs and outputs on the fly in AudioKit?

I'm wondering if there are best practices for how to switch the input of AudioKit.setInputDevice(...) and mic.setDevice(...), as well as AudioKit.setOutputDevice(...) on the fly?
Should .stop() and .start() be called around such operations on AKMicrophones and AudioKit itself?
Working on an app that allows users to set their desired input and output devices, I usually receive numerous errors, usually resulting in no audio being functional after that point.
Setting the same custom input / output devices from startup works reliably.
Here is a Playground for switching inputs and outputs. You should find that if you change the output on the fly, inputs no longer function and pass audio.
//: ## Tracking Microphone Input
//:
import AudioKitPlaygrounds
import AudioKit
let mic = AKMicrophone()
//: Set the microphone device if you need to
if let inputs = AudioKit.inputDevices {
let inputNum = 0
try AudioKit.setInputDevice(inputs[inputNum])
try mic.setDevice(inputs[inputNum])
}
let silence = AKBooster(gain: 0)
AudioKit.output = silence
try AudioKit.start()
//: User Interface
import AudioKitUI
class LiveView: AKLiveViewController {
override func viewDidLoad() {
addTitle("Input / Output switching")
addTitle("Inputs")
/// Input picker
if let inputs = AudioKit.inputDevices {
for input in inputs {
let newButton = AKButton(title: input.name, callback: { _ in
do {
print("Setting mic to \(input.name)")
try mic.setDevice(input)
}
catch {
print(error)
}
do{
print("Setting audioInputDevice to \(input.name)")
try AudioKit.setInputDevice(input)
}catch{
print(error)
}
})
addView(newButton)
}
}
let rollingPlot = AKNodeOutputPlot(mic, frame: CGRect(x: 0, y: 0, width: 440, height: 200))
rollingPlot.plotType = .buffer
rollingPlot.shouldFill = true
rollingPlot.shouldMirror = true
rollingPlot.color = AKColor.red
rollingPlot.gain = 2
addView(rollingPlot)
addTitle("Outputs")
// Output Picker
if let outputs = AudioKit.outputDevices {
for output in outputs {
let newButton = AKButton(title: output.name, callback: { _ in
do {
print("Trying setOutputDevice to \(output.name)")
try AudioKit.setOutputDevice(output)
}
catch {
print(error)
}
})
addView(newButton)
}
}
}
}
import PlaygroundSupport
PlaygroundPage.current.needsIndefiniteExecution = true
PlaygroundPage.current.liveView = LiveView()
Thanks!