[HN Gopher] Libobscura
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Libobscura
Author : LorenDB
Score : 71 points
Date : 2024-11-15 13:53 UTC (3 days ago)
(HTM) web link (dorotac.eu)
(TXT) w3m dump (dorotac.eu)
| nikodunk wrote:
| What is the difference between this and libcamera? From the page:
|
| There are already other libraries for camera support on Linux.
| You can use the V4L2 APIs directly, or use libcamera, or
| libmegapixels.
|
| They all strike various middle points on the power vs user-
| friendliness scale. Having worked with all of them while
| developing camera support for the Librem 5, I never got the
| impression that any of them are particularly easy to use.
|
| Libobscura is an experiment because it tries to find an API that
| fulfills the needs of most people and remains hard to use wrong.
| dcz_self wrote:
| There are two main differences.
|
| First, libobscura doesn't yet fully support even UVC webcams,
|
| and second, related to the quote, is that you will not run into
| segfault with libobscura no matter how hard you try.
|
| When using libcamera, the task of memory management is on you,
| with the usual consequences.
|
| There are more smaller differences. Image processing in
| libobscura is on the GPU from day 1. Contributing to the
| project is through codeberg, not a mailing list. The internal
| architecture differs, although that's not too visible.
|
| Future goals may end up diverging, too. I'm thinking of a
| completely different approach to configuring devices and a
| different governance structure.
| vonnieda wrote:
| This looks cool. I'm looking forward to seeing the progress on
| the GPU acceleration.
|
| I'm a maintainer for openpnp-capture and I've always had the
| thought of hardware acceleration in the back of my mind, but I
| didn't really know how I would go about it. Reading the comments
| on using shaders for color space conversion really opened my
| eyes.
|
| I like that this is in Rust. It should make it very portable over
| time and Rust's dependency management and builds should make it a
| heck of a lot easier to distribute on multiple architectures (if
| you intend to).
|
| Looks awesome, good luck!
| dcz_self wrote:
| Passing data from camera to OpenGL broke my mind. The code is
| still far from what I'd call nice, but feel free to steal
| anything you want!
|
| Once I verify that debayering still works (I originally tested
| it years ago), GPU progress will mean calculating various
| statistics - the color balance, brightness, contrast for
| focusing, histograms, etc. Then feed them to control algorithms
| to adjust the camera controls.
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