Reputation: 4440
With the code below, the quality of the video coming from my Mac's camera and shown inside <video>
is great.
However the quality of the frame I capture and show in p5's canvas is pretty low, dark and grainy. Why is that and can I fix it ?
function setup() {
let canvas = createCanvas(canvasSize, canvasSize)
canvas.elt.width = canvasSize
canvas.elt.height = canvasSize
video = createCapture(VIDEO)
}
let PAUSE = false
async function draw() {
if (video && video.loadedmetadata) {
if (!PAUSE) {
// the quality of this image is much lower than what is shown inside p5's <video>
image(video.get(), 0, 0, canvasSize, canvasSize, x, y, canvasSize, canvasSize)
PAUSE = true
}
}
}
Upvotes: 1
Views: 593
Reputation: 4440
I found what the problem was.
It was not due to me setting the canvas.elt.width
and canvas.elt.height
, even though setting them is indeed redundant.
It's because in the code shown in the OP I was capturing the very first frame and this is too soon so the very first frame is still dark and blurry. Apparently the first few frames coming from the camera are like that.
If I give my code a delay of e.g. 5 seconds the frame it captures is then the exact same quality as the one coming from the video feed.
let video
let canvasWidth = 400
// set this to 10 on https://editor.p5js.org/ and you'll see the problem
const DELAY = 5000
function setup() {
let canvas = createCanvas(canvasWidth, canvasWidth)
canvas.elt.width = canvasWidth // redundant
canvas.elt.height = canvasWidth // redundant
video = createCapture(VIDEO)
}
let PAUSE = false
let start = Date.now()
async function draw() {
let delay = Date.now() - start
if (video && video.loadedmetadata) {
if (delay > DELAY && !PAUSE) {
PAUSE = true
let x = Math.round((video.width / 2) - (canvasWidth / 2))
let y = Math.round((video.height / 2) - (canvasWidth / 2))
// the quality of this image is now perfect
image(video.get(), 0, 0, canvasWidth, canvasWidth, x, y, canvasWidth, canvasWidth)
}
}
}
Upvotes: 1
Reputation: 20180
You should not be setting width/height this way. That will mess up the sizing on high DPI displays and cause your image to appear stretched and blurry.
const canvasSize = 500;
function setup() {
let canvas = createCanvas(canvasSize, canvasSize)
// Don't do this, it will mess up the sizing on high DPI displays:
// canvas.elt.width = canvasSize
// canvas.elt.height = canvasSize
video = createCapture(VIDEO)
}
let PAUSE = false;
function draw() {
if (video && video.loadedmetadata) {
if (!PAUSE) {
// the quality of this image is much lower than what is shown inside p5's <video>
image(video.get(), 0, 0, canvasSize, canvasSize, 0, 0, canvasSize, canvasSize)
}
}
}
function keyPressed() {
if (key === 'p') {
PAUSE = !PAUSE;
}
}
With this code I paused the video that was being rendered to p5.js and then took a screenshot. The version of the video displayed on the p5.js canvas wash indistinguishable from the live video.
Upvotes: 0