mahboudz
mahboudz

Reputation: 39376

How to turn a CVPixelBuffer into a UIImage?

I'm having some problems getting a UIImage from a CVPixelBuffer. This is what I am trying:

CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(imageDataSampleBuffer);
CFDictionaryRef attachments = CMCopyDictionaryOfAttachments(kCFAllocatorDefault, imageDataSampleBuffer, kCMAttachmentMode_ShouldPropagate);
CIImage *ciImage = [[CIImage alloc] initWithCVPixelBuffer:pixelBuffer options:(NSDictionary *)attachments];
if (attachments)
    CFRelease(attachments);
size_t width = CVPixelBufferGetWidth(pixelBuffer);
size_t height = CVPixelBufferGetHeight(pixelBuffer);
if (width && height) { // test to make sure we have valid dimensions
    UIImage *image = [[UIImage alloc] initWithCIImage:ciImage];
    
    UIImageView *lv = [[UIImageView alloc] initWithFrame:self.view.frame];
    lv.contentMode = UIViewContentModeScaleAspectFill;
    self.lockedView = lv;
    [lv release];
    self.lockedView.image = image;
    [image release];
}
[ciImage release];

height and width are both correctly set to the resolution of the camera. image is created but I it seems to be black (or maybe transparent?). I can't quite understand where the problem is. Any ideas would be appreciated.

Upvotes: 58

Views: 58568

Answers (6)

Andrey M.
Andrey M.

Reputation: 3069

Try this one in Swift.

Swift 4.2:

import VideoToolbox

extension UIImage {
    public convenience init?(pixelBuffer: CVPixelBuffer) {
        var cgImage: CGImage?
        VTCreateCGImageFromCVPixelBuffer(pixelBuffer, nil, &cgImage)

        guard let cgImage = cgImage else {
            return nil
        }

        self.init(cgImage: cgImage)
    }
}

Swift 5:

import VideoToolbox

extension UIImage {
    public convenience init?(pixelBuffer: CVPixelBuffer) {
        var cgImage: CGImage?
        VTCreateCGImageFromCVPixelBuffer(pixelBuffer, options: nil, imageOut: &cgImage)

        guard let cgImage = cgImage else {
            return nil
        } 

        self.init(cgImage: cgImage)
    }
}

Note: This only works for RGB pixel buffers, not for grayscale.

Upvotes: 59

bitemybyte
bitemybyte

Reputation: 1089

A modern solution would be

let image = UIImage(ciImage: CIImage(cvPixelBuffer: YOUR_BUFFER))

Upvotes: 11

Tommy
Tommy

Reputation: 100612

First of all the obvious stuff that doesn't relate directly to your question: AVCaptureVideoPreviewLayer is the cheapest way to pipe video from either of the cameras into an independent view if that's where the data is coming from and you've no immediate plans to modify it. You don't have to do any pushing yourself, the preview layer is directly connected to the AVCaptureSession and updates itself.

I have to admit to lacking confidence about the central question. There's a semantic difference between a CIImage and the other two types of image — a CIImage is a recipe for an image and is not necessarily backed by pixels. It can be something like "take the pixels from here, transform like this, apply this filter, transform like this, merge with this other image, apply this filter". The system doesn't know what a CIImage looks like until you chose to render it. It also doesn't inherently know the appropriate bounds in which to rasterise it.

UIImage purports merely to wrap a CIImage. It doesn't convert it to pixels. Presumably UIImageView should achieve that, but if so then I can't seem to find where you'd supply the appropriate output rectangle.

I've had success just dodging around the issue with:

CIImage *ciImage = [CIImage imageWithCVPixelBuffer:pixelBuffer];

CIContext *temporaryContext = [CIContext contextWithOptions:nil];
CGImageRef videoImage = [temporaryContext
                   createCGImage:ciImage
                   fromRect:CGRectMake(0, 0, 
                          CVPixelBufferGetWidth(pixelBuffer),
                          CVPixelBufferGetHeight(pixelBuffer))];

UIImage *uiImage = [UIImage imageWithCGImage:videoImage];
CGImageRelease(videoImage);

With gives an obvious opportunity to specify the output rectangle. I'm sure there's a route through without using a CGImage as an intermediary so please don't assume this solution is best practice.

Upvotes: 62

Vlad
Vlad

Reputation: 5927

The previous methods led me to have CG Raster Data leak. This method of conversion did not leak for me:

@autoreleasepool {

    CGImageRef cgImage = NULL;
    OSStatus res = CreateCGImageFromCVPixelBuffer(pixelBuffer,&cgImage);
    if (res == noErr){
        UIImage *image= [UIImage imageWithCGImage:cgImage scale:1.0 orientation:UIImageOrientationUp];

    }
    CGImageRelease(cgImage);
}


    static OSStatus CreateCGImageFromCVPixelBuffer(CVPixelBufferRef pixelBuffer, CGImageRef *imageOut)
    {
        OSStatus err = noErr;
        OSType sourcePixelFormat;
        size_t width, height, sourceRowBytes;
        void *sourceBaseAddr = NULL;
        CGBitmapInfo bitmapInfo;
        CGColorSpaceRef colorspace = NULL;
        CGDataProviderRef provider = NULL;
        CGImageRef image = NULL;

        sourcePixelFormat = CVPixelBufferGetPixelFormatType( pixelBuffer );
        if ( kCVPixelFormatType_32ARGB == sourcePixelFormat )
            bitmapInfo = kCGBitmapByteOrder32Big | kCGImageAlphaNoneSkipFirst;
        else if ( kCVPixelFormatType_32BGRA == sourcePixelFormat )
            bitmapInfo = kCGBitmapByteOrder32Little | kCGImageAlphaNoneSkipFirst;
        else
            return -95014; // only uncompressed pixel formats

        sourceRowBytes = CVPixelBufferGetBytesPerRow( pixelBuffer );
        width = CVPixelBufferGetWidth( pixelBuffer );
        height = CVPixelBufferGetHeight( pixelBuffer );

        CVPixelBufferLockBaseAddress( pixelBuffer, 0 );
        sourceBaseAddr = CVPixelBufferGetBaseAddress( pixelBuffer );

        colorspace = CGColorSpaceCreateDeviceRGB();

        CVPixelBufferRetain( pixelBuffer );
        provider = CGDataProviderCreateWithData( (void *)pixelBuffer, sourceBaseAddr, sourceRowBytes * height, ReleaseCVPixelBuffer);
        image = CGImageCreate(width, height, 8, 32, sourceRowBytes, colorspace, bitmapInfo, provider, NULL, true, kCGRenderingIntentDefault);

        if ( err && image ) {
            CGImageRelease( image );
            image = NULL;
        }
        if ( provider ) CGDataProviderRelease( provider );
        if ( colorspace ) CGColorSpaceRelease( colorspace );
        *imageOut = image;
        return err;
    }

    static void ReleaseCVPixelBuffer(void *pixel, const void *data, size_t size)
    {
        CVPixelBufferRef pixelBuffer = (CVPixelBufferRef)pixel;
        CVPixelBufferUnlockBaseAddress( pixelBuffer, 0 );
        CVPixelBufferRelease( pixelBuffer );
    }

Upvotes: 3

joe
joe

Reputation: 479

Unless your image data is in some different format that requires swizzle or conversion - i would recommend no incrementing of anything... just smack the data into your context memory area with memcpy as in:

//not here... unsigned char *buffer = CVPixelBufferGetBaseAddress(pixelBuffer);

UIGraphicsBeginImageContext(CGSizeMake(w, h));

CGContextRef c = UIGraphicsGetCurrentContext();

void *ctxData = CGBitmapContextGetData(c);

// MUST READ-WRITE LOCK THE PIXEL BUFFER!!!!
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
void *pxData = CVPixelBufferGetBaseAddress(pixelBuffer);
memcpy(ctxData, pxData, 4 * w * h);
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);

... and so on...

Upvotes: 7

Jonathan Cichon
Jonathan Cichon

Reputation: 4406

Another way to get an UIImage. Performs ~10 times faster, at least in my case:

int w = CVPixelBufferGetWidth(pixelBuffer);
int h = CVPixelBufferGetHeight(pixelBuffer);
int r = CVPixelBufferGetBytesPerRow(pixelBuffer);
int bytesPerPixel = r/w;

unsigned char *buffer = CVPixelBufferGetBaseAddress(pixelBuffer);

UIGraphicsBeginImageContext(CGSizeMake(w, h));

CGContextRef c = UIGraphicsGetCurrentContext();

unsigned char* data = CGBitmapContextGetData(c);
if (data != NULL) {
   int maxY = h;
   for(int y = 0; y<maxY; y++) {
      for(int x = 0; x<w; x++) {
         int offset = bytesPerPixel*((w*y)+x);
         data[offset] = buffer[offset];     // R
         data[offset+1] = buffer[offset+1]; // G
         data[offset+2] = buffer[offset+2]; // B
         data[offset+3] = buffer[offset+3]; // A
      }
   }
} 
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();

UIGraphicsEndImageContext();

Upvotes: 12

Related Questions