Encode Sequence of Point Cloud Frames to H.264 using Nvidia Encoder
I have a sequence of point cloud frames. When all these sequences are played one after the other, it is like playing a video. I'd like to use NVidia's Video Encoder API (NVENC) to encode the original point cloud sequences to a H.264 encoded file.
Each frame of the point cloud has say N number of points, where each point is represented using (X,Y,Z) coordinates, and each such point has an RGB value.
I know there is a camera position/viewing angle, lets for now assume this to be constant.
I used OpenGL to read the file and render each frame one after the other. Here is a snippet of the code that renders just one frame.
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1,0,2,0,0,0,0,2,0);
glPointSize(1.0);
glBegin(GL_POINTS);
for (int n = 0; n < (npoints*3); n+=3){
glColor3f(color_buffer[n], color_buffer[n+1], color_buffer[n+2]);
glVertex3f(point_buffer[n], point_buffer[n+1], point_buffer[n+2]);
}
glEnd();
glFlush();
How do I now proceed to using NVENC to encode to H.264? NVidia Video SDK sample code for OpenGL uses this however I am not sure how to change this for my purpose.
void EncodeGL(char *szInFilePath, char *szOutFilePath, int nWidth, int nHeight,
NV_ENC_BUFFER_FORMAT eFormat, NvEncoderInitParam *encodeCLIOptions)
{
std::ifstream fpIn(szInFilePath, std::ifstream::in | std::ifstream::binary);
if (!fpIn)
{
std::ostringstream err;
err << "Unable to open input file: " << szInFilePath << std::endl;
throw std::invalid_argument(err.str());
}
std::ofstream fpOut(szOutFilePath, std::ios::out | std::ios::binary);
if (!fpOut)
{
std::ostringstream err;
err << "Unable to open output file: " << szOutFilePath << std::endl;
throw std::invalid_argument(err.str());
}
NvEncoderGL enc(nWidth, nHeight, eFormat);
NV_ENC_INITIALIZE_PARAMS initializeParams = { NV_ENC_INITIALIZE_PARAMS_VER };
NV_ENC_CONFIG encodeConfig = { NV_ENC_CONFIG_VER };
initializeParams.encodeConfig = &encodeConfig;
enc.CreateDefaultEncoderParams(&initializeParams, encodeCLIOptions->GetEncodeGUID(),
encodeCLIOptions->GetPresetGUID());
encodeCLIOptions->SetInitParams(&initializeParams, eFormat);
enc.CreateEncoder(&initializeParams);
int nFrameSize = enc.GetFrameSize();
std::unique_ptr<uint8_t> pHostFrame(new uint8_t[nFrameSize]);
int nFrame = 0;
while (true)
{
std::streamsize nRead = fpIn.read(reinterpret_cast<char*>(pHostFrame.get()), nFrameSize).gcount();
const NvEncInputFrame* encoderInputFrame = enc.GetNextInputFrame();
NV_ENC_INPUT_RESOURCE_OPENGL_TEX *pResource = (NV_ENC_INPUT_RESOURCE_OPENGL_TEX *)encoderInputFrame->inputPtr;
glBindTexture(pResource->target, pResource->texture);
glTexSubImage2D(pResource->target, 0, 0, 0,
nWidth, nHeight * 3 / 2,
GL_RED, GL_UNSIGNED_BYTE, pHostFrame.get());
glBindTexture(pResource->target, 0);
std::vector<std::vector<uint8_t>> vPacket;
if (nRead == nFrameSize)
{
enc.EncodeFrame(vPacket);
}
else
{
enc.EndEncode(vPacket);
}
nFrame += (int)vPacket.size();
for (std::vector<uint8_t> &packet : vPacket)
{
fpOut.write(reinterpret_cast<char*>(packet.data()), packet.size());
}
if (nRead != nFrameSize) break;
}
enc.DestroyEncoder();
fpOut.close();
fpIn.close();
std::cout << "Total frames encoded: " << nFrame << std::endl;
std::cout << "Saved in file " << szOutFilePath << std::endl;
}
eFormat here is set to NV_ENC_BUFFER_FORMAT_IYUV, I will need NV_ENC_BUFFER_FORMAT_ARGB I guess?
I am also not sure how to get the frame height and width using OpenGL. Will I have to get it manually by calculating the distances between min_x and max_x coordinates, etc.?
opengl nvidia video-encoding point-clouds
add a comment |
I have a sequence of point cloud frames. When all these sequences are played one after the other, it is like playing a video. I'd like to use NVidia's Video Encoder API (NVENC) to encode the original point cloud sequences to a H.264 encoded file.
Each frame of the point cloud has say N number of points, where each point is represented using (X,Y,Z) coordinates, and each such point has an RGB value.
I know there is a camera position/viewing angle, lets for now assume this to be constant.
I used OpenGL to read the file and render each frame one after the other. Here is a snippet of the code that renders just one frame.
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1,0,2,0,0,0,0,2,0);
glPointSize(1.0);
glBegin(GL_POINTS);
for (int n = 0; n < (npoints*3); n+=3){
glColor3f(color_buffer[n], color_buffer[n+1], color_buffer[n+2]);
glVertex3f(point_buffer[n], point_buffer[n+1], point_buffer[n+2]);
}
glEnd();
glFlush();
How do I now proceed to using NVENC to encode to H.264? NVidia Video SDK sample code for OpenGL uses this however I am not sure how to change this for my purpose.
void EncodeGL(char *szInFilePath, char *szOutFilePath, int nWidth, int nHeight,
NV_ENC_BUFFER_FORMAT eFormat, NvEncoderInitParam *encodeCLIOptions)
{
std::ifstream fpIn(szInFilePath, std::ifstream::in | std::ifstream::binary);
if (!fpIn)
{
std::ostringstream err;
err << "Unable to open input file: " << szInFilePath << std::endl;
throw std::invalid_argument(err.str());
}
std::ofstream fpOut(szOutFilePath, std::ios::out | std::ios::binary);
if (!fpOut)
{
std::ostringstream err;
err << "Unable to open output file: " << szOutFilePath << std::endl;
throw std::invalid_argument(err.str());
}
NvEncoderGL enc(nWidth, nHeight, eFormat);
NV_ENC_INITIALIZE_PARAMS initializeParams = { NV_ENC_INITIALIZE_PARAMS_VER };
NV_ENC_CONFIG encodeConfig = { NV_ENC_CONFIG_VER };
initializeParams.encodeConfig = &encodeConfig;
enc.CreateDefaultEncoderParams(&initializeParams, encodeCLIOptions->GetEncodeGUID(),
encodeCLIOptions->GetPresetGUID());
encodeCLIOptions->SetInitParams(&initializeParams, eFormat);
enc.CreateEncoder(&initializeParams);
int nFrameSize = enc.GetFrameSize();
std::unique_ptr<uint8_t> pHostFrame(new uint8_t[nFrameSize]);
int nFrame = 0;
while (true)
{
std::streamsize nRead = fpIn.read(reinterpret_cast<char*>(pHostFrame.get()), nFrameSize).gcount();
const NvEncInputFrame* encoderInputFrame = enc.GetNextInputFrame();
NV_ENC_INPUT_RESOURCE_OPENGL_TEX *pResource = (NV_ENC_INPUT_RESOURCE_OPENGL_TEX *)encoderInputFrame->inputPtr;
glBindTexture(pResource->target, pResource->texture);
glTexSubImage2D(pResource->target, 0, 0, 0,
nWidth, nHeight * 3 / 2,
GL_RED, GL_UNSIGNED_BYTE, pHostFrame.get());
glBindTexture(pResource->target, 0);
std::vector<std::vector<uint8_t>> vPacket;
if (nRead == nFrameSize)
{
enc.EncodeFrame(vPacket);
}
else
{
enc.EndEncode(vPacket);
}
nFrame += (int)vPacket.size();
for (std::vector<uint8_t> &packet : vPacket)
{
fpOut.write(reinterpret_cast<char*>(packet.data()), packet.size());
}
if (nRead != nFrameSize) break;
}
enc.DestroyEncoder();
fpOut.close();
fpIn.close();
std::cout << "Total frames encoded: " << nFrame << std::endl;
std::cout << "Saved in file " << szOutFilePath << std::endl;
}
eFormat here is set to NV_ENC_BUFFER_FORMAT_IYUV, I will need NV_ENC_BUFFER_FORMAT_ARGB I guess?
I am also not sure how to get the frame height and width using OpenGL. Will I have to get it manually by calculating the distances between min_x and max_x coordinates, etc.?
opengl nvidia video-encoding point-clouds
add a comment |
I have a sequence of point cloud frames. When all these sequences are played one after the other, it is like playing a video. I'd like to use NVidia's Video Encoder API (NVENC) to encode the original point cloud sequences to a H.264 encoded file.
Each frame of the point cloud has say N number of points, where each point is represented using (X,Y,Z) coordinates, and each such point has an RGB value.
I know there is a camera position/viewing angle, lets for now assume this to be constant.
I used OpenGL to read the file and render each frame one after the other. Here is a snippet of the code that renders just one frame.
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1,0,2,0,0,0,0,2,0);
glPointSize(1.0);
glBegin(GL_POINTS);
for (int n = 0; n < (npoints*3); n+=3){
glColor3f(color_buffer[n], color_buffer[n+1], color_buffer[n+2]);
glVertex3f(point_buffer[n], point_buffer[n+1], point_buffer[n+2]);
}
glEnd();
glFlush();
How do I now proceed to using NVENC to encode to H.264? NVidia Video SDK sample code for OpenGL uses this however I am not sure how to change this for my purpose.
void EncodeGL(char *szInFilePath, char *szOutFilePath, int nWidth, int nHeight,
NV_ENC_BUFFER_FORMAT eFormat, NvEncoderInitParam *encodeCLIOptions)
{
std::ifstream fpIn(szInFilePath, std::ifstream::in | std::ifstream::binary);
if (!fpIn)
{
std::ostringstream err;
err << "Unable to open input file: " << szInFilePath << std::endl;
throw std::invalid_argument(err.str());
}
std::ofstream fpOut(szOutFilePath, std::ios::out | std::ios::binary);
if (!fpOut)
{
std::ostringstream err;
err << "Unable to open output file: " << szOutFilePath << std::endl;
throw std::invalid_argument(err.str());
}
NvEncoderGL enc(nWidth, nHeight, eFormat);
NV_ENC_INITIALIZE_PARAMS initializeParams = { NV_ENC_INITIALIZE_PARAMS_VER };
NV_ENC_CONFIG encodeConfig = { NV_ENC_CONFIG_VER };
initializeParams.encodeConfig = &encodeConfig;
enc.CreateDefaultEncoderParams(&initializeParams, encodeCLIOptions->GetEncodeGUID(),
encodeCLIOptions->GetPresetGUID());
encodeCLIOptions->SetInitParams(&initializeParams, eFormat);
enc.CreateEncoder(&initializeParams);
int nFrameSize = enc.GetFrameSize();
std::unique_ptr<uint8_t> pHostFrame(new uint8_t[nFrameSize]);
int nFrame = 0;
while (true)
{
std::streamsize nRead = fpIn.read(reinterpret_cast<char*>(pHostFrame.get()), nFrameSize).gcount();
const NvEncInputFrame* encoderInputFrame = enc.GetNextInputFrame();
NV_ENC_INPUT_RESOURCE_OPENGL_TEX *pResource = (NV_ENC_INPUT_RESOURCE_OPENGL_TEX *)encoderInputFrame->inputPtr;
glBindTexture(pResource->target, pResource->texture);
glTexSubImage2D(pResource->target, 0, 0, 0,
nWidth, nHeight * 3 / 2,
GL_RED, GL_UNSIGNED_BYTE, pHostFrame.get());
glBindTexture(pResource->target, 0);
std::vector<std::vector<uint8_t>> vPacket;
if (nRead == nFrameSize)
{
enc.EncodeFrame(vPacket);
}
else
{
enc.EndEncode(vPacket);
}
nFrame += (int)vPacket.size();
for (std::vector<uint8_t> &packet : vPacket)
{
fpOut.write(reinterpret_cast<char*>(packet.data()), packet.size());
}
if (nRead != nFrameSize) break;
}
enc.DestroyEncoder();
fpOut.close();
fpIn.close();
std::cout << "Total frames encoded: " << nFrame << std::endl;
std::cout << "Saved in file " << szOutFilePath << std::endl;
}
eFormat here is set to NV_ENC_BUFFER_FORMAT_IYUV, I will need NV_ENC_BUFFER_FORMAT_ARGB I guess?
I am also not sure how to get the frame height and width using OpenGL. Will I have to get it manually by calculating the distances between min_x and max_x coordinates, etc.?
opengl nvidia video-encoding point-clouds
I have a sequence of point cloud frames. When all these sequences are played one after the other, it is like playing a video. I'd like to use NVidia's Video Encoder API (NVENC) to encode the original point cloud sequences to a H.264 encoded file.
Each frame of the point cloud has say N number of points, where each point is represented using (X,Y,Z) coordinates, and each such point has an RGB value.
I know there is a camera position/viewing angle, lets for now assume this to be constant.
I used OpenGL to read the file and render each frame one after the other. Here is a snippet of the code that renders just one frame.
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1,0,2,0,0,0,0,2,0);
glPointSize(1.0);
glBegin(GL_POINTS);
for (int n = 0; n < (npoints*3); n+=3){
glColor3f(color_buffer[n], color_buffer[n+1], color_buffer[n+2]);
glVertex3f(point_buffer[n], point_buffer[n+1], point_buffer[n+2]);
}
glEnd();
glFlush();
How do I now proceed to using NVENC to encode to H.264? NVidia Video SDK sample code for OpenGL uses this however I am not sure how to change this for my purpose.
void EncodeGL(char *szInFilePath, char *szOutFilePath, int nWidth, int nHeight,
NV_ENC_BUFFER_FORMAT eFormat, NvEncoderInitParam *encodeCLIOptions)
{
std::ifstream fpIn(szInFilePath, std::ifstream::in | std::ifstream::binary);
if (!fpIn)
{
std::ostringstream err;
err << "Unable to open input file: " << szInFilePath << std::endl;
throw std::invalid_argument(err.str());
}
std::ofstream fpOut(szOutFilePath, std::ios::out | std::ios::binary);
if (!fpOut)
{
std::ostringstream err;
err << "Unable to open output file: " << szOutFilePath << std::endl;
throw std::invalid_argument(err.str());
}
NvEncoderGL enc(nWidth, nHeight, eFormat);
NV_ENC_INITIALIZE_PARAMS initializeParams = { NV_ENC_INITIALIZE_PARAMS_VER };
NV_ENC_CONFIG encodeConfig = { NV_ENC_CONFIG_VER };
initializeParams.encodeConfig = &encodeConfig;
enc.CreateDefaultEncoderParams(&initializeParams, encodeCLIOptions->GetEncodeGUID(),
encodeCLIOptions->GetPresetGUID());
encodeCLIOptions->SetInitParams(&initializeParams, eFormat);
enc.CreateEncoder(&initializeParams);
int nFrameSize = enc.GetFrameSize();
std::unique_ptr<uint8_t> pHostFrame(new uint8_t[nFrameSize]);
int nFrame = 0;
while (true)
{
std::streamsize nRead = fpIn.read(reinterpret_cast<char*>(pHostFrame.get()), nFrameSize).gcount();
const NvEncInputFrame* encoderInputFrame = enc.GetNextInputFrame();
NV_ENC_INPUT_RESOURCE_OPENGL_TEX *pResource = (NV_ENC_INPUT_RESOURCE_OPENGL_TEX *)encoderInputFrame->inputPtr;
glBindTexture(pResource->target, pResource->texture);
glTexSubImage2D(pResource->target, 0, 0, 0,
nWidth, nHeight * 3 / 2,
GL_RED, GL_UNSIGNED_BYTE, pHostFrame.get());
glBindTexture(pResource->target, 0);
std::vector<std::vector<uint8_t>> vPacket;
if (nRead == nFrameSize)
{
enc.EncodeFrame(vPacket);
}
else
{
enc.EndEncode(vPacket);
}
nFrame += (int)vPacket.size();
for (std::vector<uint8_t> &packet : vPacket)
{
fpOut.write(reinterpret_cast<char*>(packet.data()), packet.size());
}
if (nRead != nFrameSize) break;
}
enc.DestroyEncoder();
fpOut.close();
fpIn.close();
std::cout << "Total frames encoded: " << nFrame << std::endl;
std::cout << "Saved in file " << szOutFilePath << std::endl;
}
eFormat here is set to NV_ENC_BUFFER_FORMAT_IYUV, I will need NV_ENC_BUFFER_FORMAT_ARGB I guess?
I am also not sure how to get the frame height and width using OpenGL. Will I have to get it manually by calculating the distances between min_x and max_x coordinates, etc.?
opengl nvidia video-encoding point-clouds
opengl nvidia video-encoding point-clouds
asked Nov 27 '18 at 8:34
KaaL-KaaL-
1614
1614
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