1 year ago
#230239
Apoorv Sahu
Image stitching / texture blending in OpenGL (or OpenGL ES)
I've got two YUV images (YUV 420 SP), which have been loaded in fragment shader as textures.
These textures are having an overlapping area.
Now, I am trying to blend these two textures such that there should not be any difference visible in the brightness over the overlapping area. (Basically stitching the images)
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- Can you suggest any method on how I can mix/blend/stitch these two images.
- I have come across the concept of Alpha Masking in OpenCV. I am not sure how it is applicable in OpenGL. Also, since I am using YUV images, which are loaded as textures, as R and RG component (for Y and UV), and further converting it to RGB Color space in the fragment shader.
Note: I am not considering any geometrical alignment for now. I know after the blending/stitching the image will not quite good looking as the images are not oriented or placed properly. My question is only regarding the photometric/color alignment on how I can handle the overlapping area.
image-processing
opengl
alphablending
blending
image-stitching
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