Multiple Dewarps from One Stream
AnsweredHi Team. I have a client with a couple of Fisheye camera's covering a large area. They have views/layouts with multiple dewarps from one fisheye to monitor different areas and the issue is that increases the bandwidth massively as each view downloads the entire camera stream. Would it be possible to have some intelligence in the software so it can re-use the one stream to render multiple Dewarps?
Also Fingers crossed dewarp is a constant area of development as it seems to require one heck of a lot of power to do the dewarps - Perhaps some Cuda development to do it better with hardware so people know, if they want to do live view dewarps on a TV they should get a reasonably powerful Nvidia card as at present it works the CPU very very hard if you have a few.
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Hi, @...
Great ideas, thanks!
Unfortunately, those features are not on the roadmap yet. I'll add an internal item, and we will consider adding this in the future. But to be honest, I wouldn't expect it in the upcoming releases.
JIRA-FDBK-3041 -
No worries - I recognise both of these are long term development requests and by no means easy. The bandwidth saving particularly of reusing one stream for multiple views seems like it has some benefits both for the server and the client :)
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Hi Matthew,
While we unlikely to optimize amount of streams for multiple copies of the same camera, there is a workaround which should work for you.
Instead of adding multiple copies of a camera to the layout you can add one copy and create zoom windows from it. After zoom windows are configured you can also enable dewarping for the parent camera. In this case client will pull only one stream from the server.
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Ah - Cheers Aleksandr - Goes back to RTFM :) - I was looking at the layouts the client had set-out and hadn't looked at the options myself and really should have discovered that.
So in reality what I requested is already implemented - I just had the terminology wrong as creating Zooms achieves the desired result perfectly.0 -
Glad it helped! Actually we didn't know it ourselves and had to talk to the developers to figure this out.
Don't hesitate to ask if you have any other questions =)
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