ARCore深度渲染问题分析

 

1.前言

ARCore深度效果显示分为两部分:第一部分是深度图显示,另一部分为深度遮挡(即实现真实物体与虚拟物体的遮挡)。本文对这两部分的功能进行分析。

2.深度图显示

开启适度图显示是会在屏幕上显示整个是业内的深度信息,比如越远的地方深度值越大,则显示红色,负责显示蓝色。步骤比较简单:

1)ARCore获取环境深度图,并传入shader中“_CurrentDepthTexture”中,但是图片采样时只能采样部分区域,所以还需要传入_UvTopLeftRight,_UvBottomLeftRight值。然后插值得到真正图片的uv值

inline float2 ArCoreDepth_GetUv(float2 uv)
{
    float2 uvTop = lerp(_UvTopLeftRight.xy, _UvTopLeftRight.zw, uv.x);
    float2 uvBottom = lerp(_UvBottomLeftRight.xy, _UvBottomLeftRight.zw, uv.x);
    return lerp(uvTop, uvBottom, uv.y);
}

2)在偏远着色器中,根据uv以及深度图计算当前像素的深度,计算方法如下所示,由于计算方法涉及ARCore算法,所以不做特殊分析

inline float ArCoreDepth_GetMeters(float2 uv)
{
    // The depth texture uses TextureFormat.RGB565.
    float4 rawDepth = tex2Dlod(_CurrentDepthTexture, float4(uv, 0, 0));
    float depth = (rawDepth.r * ARCORE_FLOAT_TO_5BITS * ARCORE_RGB565_RED_SHIFT)
                + (rawDepth.g * ARCORE_FLOAT_TO_6BITS * ARCORE_RGB565_GREEN_SHIFT)
                + (rawDepth.b * ARCORE_FLOAT_TO_5BITS);
    depth = min(depth, ARCORE_MAX_DEPTH_MM);
    depth *= ARCORE_DEPTH_SCALE;
    return depth;
}

3)获取到深度值后,根据颜色条形图(256*1)去采样,深度越大,采样到的颜色越红。

Shader "ARCore/EAP/Camera Color Ramp Shader"
{
    Properties
    {
        _ColorRamp("Color Ramp", 2D) = "white" {}
    }
    SubShader
    {
        // No culling or depth
        Cull Off
        ZWrite On
        ZTest LEqual

        Tags { "Queue" = "Background+1" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "../../../../SDK/Materials/ARCoreDepth.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _ColorRamp;

            // Vertex shader that scales the quad to full screen.
            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = float4(v.vertex.x * 2.0f, v.vertex.y * 2.0f, 1.0f, 1.0f);
                o.uv = ArCoreDepth_GetUv(v.uv);
                return o;
            }

            // This shader displays the depth buffer data as a color ramp overlay
            // for use in debugging.
            float4 frag(v2f i) : SV_Target
            {
                // Unpack depth texture value.
                float d = ArCoreDepth_GetMeters(i.uv);

                // Zero means no raw data available, render black.
                if (d == 0.0f)
                {
                    return float4(0, 0, 0, 1);
                }

                // Use depth as an index into the color ramp texture.
                return tex2D(_ColorRamp, float2(d / 3.0f, 0.0f));
            }

            ENDCG
        }
    }
}

如何显示到最前方如何将深度图显示到所有画面的最前方
ARCore借助于unity自带的quad模型(尺寸为1,左下角顶点为(-0.5,-0.5),右上角定点给为(0.5,0.5))。在顶点着色器中直接映射到裁剪空间内,在保证深度是z/w=1时,x,y值范围为(-1,1),所以可以显示在最前方,并铺满整个屏幕,相关代码如下:

 o.vertex = float4(v.vertex.x * 2.0f, v.vertex.y * 2.0f, 1.0f, 1.0f);

可以在shader中修改z值为0.5或者不修改z值修改w值为2,看一下效果。
正常显示在最前方时深度值应该为0,但是此结果z/w为1,具体原因不详,大概可能跟深度值精度问题转换为1/z问题导致。

3.深度遮挡

深度遮挡的实现较为麻烦,基本思路为分别获取unity场景渲染的深度图以及环境的深度图,然后计算深度差。最后在后处理模块(OnRenderImage)根据深度值来确定是否显示虚拟像素还是视频流背景。

3.1 处理流程

具体步骤如下:
1)在不透明物体渲染之前(CameraEvent.BeforeForwardOpaque),借助背景渲染的材质,获取视频流背景:

            m_BackgroundRenderer = FindObjectOfType<ARCoreBackgroundRenderer>();
            if (m_BackgroundRenderer == null)
            {
                Debug.LogError("BackgroundTextureProvider requires ARCoreBackgroundRenderer " +
                    "anywhere in the scene.");
                return;
            }

            m_BackgroundBuffer = new CommandBuffer();
            m_BackgroundBuffer.name = "Camera texture";
            m_BackgroundTextureID = Shader.PropertyToID(BackgroundTexturePropertyName);
            m_BackgroundBuffer.GetTemporaryRT(m_BackgroundTextureID,
                /*width=*/
                -1, /*height=*/ -1,
                /*depthBuffer=*/
                0, FilterMode.Bilinear);

            var material = m_BackgroundRenderer.BackgroundMaterial;
            if (material != null)
            {
                m_BackgroundBuffer.Blit(material.mainTexture, m_BackgroundTextureID, material);
            }

            m_BackgroundBuffer.SetGlobalTexture(
                BackgroundTexturePropertyName, m_BackgroundTextureID);
            m_Camera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, m_BackgroundBuffer);
            m_Camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_BackgroundBuffer);

ARCore背景渲染可以参考ARCore背景渲染
2)在update中更新真实场景深度图(Frame.CameraImage.UpdateDepthTexture(ref m_DepthTexture);),通过CommandBuffer在不透明物体渲染结束后,通过_CameraDepthTexture获取虚拟场景的深度值,并将深度值处理后的结果存储到图片的a通道,传递给下一步处理。根据如下代码显示,还做了blur处理,但是根据参数显示,blur效果有限或者说没有。

            m_Camera = Camera.main;
            m_Camera.depthTextureMode |= DepthTextureMode.Depth;

            m_DepthBuffer = new CommandBuffer();
            m_DepthBuffer.name = "Auxilary occlusion textures";

            // Creates the occlusion map.
            int occlusionMapTextureID = Shader.PropertyToID("_OcclusionMap");
            m_DepthBuffer.GetTemporaryRT(occlusionMapTextureID, -1, -1, 0, FilterMode.Bilinear);

            // Pass #0 renders an auxilary buffer - occlusion map that indicates the
            // regions of virtual objects that are behind real geometry.
            m_DepthBuffer.Blit(
                BuiltinRenderTextureType.CameraTarget,
                occlusionMapTextureID, m_DepthMaterial, /*pass=*/ 0);

            // Blurs the occlusion map.
            m_DepthBuffer.SetGlobalTexture("_OcclusionMapBlurred", occlusionMapTextureID);

            m_Camera.AddCommandBuffer(CameraEvent.AfterForwardOpaque, m_DepthBuffer);
            m_Camera.AddCommandBuffer(CameraEvent.AfterGBuffer, m_DepthBuffer);

通过OcclusionImageEffect shader中的pass 0,对深度进行处理。首先通过采样获取到真实深度和虚拟深度,然后计算一个occlusionAlpha值。当虚拟深度与真实深度差别较大时,且真实深度值较小时occlusionAlpha为1,反之为0;如果两者差别极小时则为0-1之间数据。

                float occlusionAlpha =
                    1.0 - saturate(0.5 * (depthMeters - virtualDepth) /
                    (_TransitionSizeMeters * virtualDepth) + 0.5);

3)在后处理过程中(OnRenderImage)根据第二步计算的occlusionAlpha值来决定是否显示虚拟物体

3.2 相关代码

实现的CS代码(DepthEffect)如下所示:

    [RequireComponent(typeof(Camera))]
    public class DepthEffect : MonoBehaviour
    {
        /// <summary>
        /// The global shader property name for the camera texture.
        /// </summary>
        public const string BackgroundTexturePropertyName = "_BackgroundTexture";

        /// <summary>
        /// The image effect shader to blit every frame with.
        /// </summary>
        public Shader OcclusionShader;

        /// <summary>
        /// The blur kernel size applied to the camera feed. In pixels.
        /// </summary>
        [Space]
        public float BlurSize = 20f;

        /// <summary>
        /// The number of times occlusion map is downsampled before blurring. Useful for
        /// performance optimization. The value of 1 means no downsampling, each next one
        /// downsamples by 2.
        /// </summary>
        public int BlurDownsample = 2;

        /// <summary>
        /// Maximum occlusion transparency. The value of 1.0 means completely invisible when
        /// occluded.
        /// </summary>
        [Range(0, 1)]
        public float OcclusionTransparency = 1.0f;

        /// <summary>
        /// The bias added to the estimated depth. Useful to avoid occlusion of objects anchored
        /// to planes. In meters.
        /// </summary>
        [Space]
        public float OcclusionOffset = 0.08f;

        /// <summary>
        /// Velocity occlusions effect fades in/out when being enabled/disabled.
        /// </summary>
        public float OcclusionFadeVelocity = 4.0f;

        /// <summary>
        /// Instead of a hard z-buffer test, allows the asset to fade into the background
        /// gradually. The parameter is unitless, it is a fraction of the distance between the
        /// camera and the virtual object where blending is applied.
        /// </summary>
        public float TransitionSize = 0.1f;

        private static readonly string k_CurrentDepthTexturePropertyName = "_CurrentDepthTexture";
        private static readonly string k_TopLeftRightPropertyName = "_UvTopLeftRight";
        private static readonly string k_BottomLeftRightPropertyName = "_UvBottomLeftRight";

        private Camera m_Camera;
        private Material m_DepthMaterial;
        private Texture2D m_DepthTexture;
        private float m_CurrentOcclusionTransparency = 1.0f;
        private ARCoreBackgroundRenderer m_BackgroundRenderer;
        private CommandBuffer m_DepthBuffer;
        private CommandBuffer m_BackgroundBuffer;
        private int m_BackgroundTextureID = -1;

        /// <summary>
        /// Unity's Awake() method.
        /// </summary>
        public void Awake()
        {
            m_CurrentOcclusionTransparency = OcclusionTransparency;

            Debug.Assert(OcclusionShader != null, "Occlusion Shader parameter must be set.");
            m_DepthMaterial = new Material(OcclusionShader);
            m_DepthMaterial.SetFloat("_OcclusionTransparency", m_CurrentOcclusionTransparency);
            m_DepthMaterial.SetFloat("_OcclusionOffsetMeters", OcclusionOffset);
            m_DepthMaterial.SetFloat("_TransitionSize", TransitionSize);

            // Default texture, will be updated each frame.
            m_DepthTexture = new Texture2D(2, 2);
            m_DepthTexture.filterMode = FilterMode.Bilinear;
            m_DepthMaterial.SetTexture(k_CurrentDepthTexturePropertyName, m_DepthTexture);

            m_Camera = Camera.main;
            m_Camera.depthTextureMode |= DepthTextureMode.Depth;

            m_DepthBuffer = new CommandBuffer();
            m_DepthBuffer.name = "Auxilary occlusion textures";

            // Creates the occlusion map.
            int occlusionMapTextureID = Shader.PropertyToID("_OcclusionMap");
            m_DepthBuffer.GetTemporaryRT(occlusionMapTextureID, -1, -1, 0, FilterMode.Bilinear);

            // Pass #0 renders an auxilary buffer - occlusion map that indicates the
            // regions of virtual objects that are behind real geometry.
            m_DepthBuffer.Blit(
                BuiltinRenderTextureType.CameraTarget,
                occlusionMapTextureID, m_DepthMaterial, /*pass=*/ 0);

            // Blurs the occlusion map.
            m_DepthBuffer.SetGlobalTexture("_OcclusionMapBlurred", occlusionMapTextureID);

            m_Camera.AddCommandBuffer(CameraEvent.AfterForwardOpaque, m_DepthBuffer);
            m_Camera.AddCommandBuffer(CameraEvent.AfterGBuffer, m_DepthBuffer);

            m_BackgroundRenderer = FindObjectOfType<ARCoreBackgroundRenderer>();
            if (m_BackgroundRenderer == null)
            {
                Debug.LogError("BackgroundTextureProvider requires ARCoreBackgroundRenderer " +
                    "anywhere in the scene.");
                return;
            }

            m_BackgroundBuffer = new CommandBuffer();
            m_BackgroundBuffer.name = "Camera texture";
            m_BackgroundTextureID = Shader.PropertyToID(BackgroundTexturePropertyName);
            m_BackgroundBuffer.GetTemporaryRT(m_BackgroundTextureID,
                /*width=*/
                -1, /*height=*/ -1,
                /*depthBuffer=*/
                0, FilterMode.Bilinear);

            var material = m_BackgroundRenderer.BackgroundMaterial;
            if (material != null)
            {
                m_BackgroundBuffer.Blit(material.mainTexture, m_BackgroundTextureID, material);
            }

            m_BackgroundBuffer.SetGlobalTexture(
                BackgroundTexturePropertyName, m_BackgroundTextureID);
            m_Camera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, m_BackgroundBuffer);
            m_Camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_BackgroundBuffer);
        }

        /// <summary>
        /// Unity's Update() method.
        /// </summary>
        public void Update()
        {
            m_CurrentOcclusionTransparency +=
                (OcclusionTransparency - m_CurrentOcclusionTransparency) *
                Time.deltaTime * OcclusionFadeVelocity;

            m_CurrentOcclusionTransparency =
                Mathf.Clamp(m_CurrentOcclusionTransparency, 0.0f, OcclusionTransparency);
            m_DepthMaterial.SetFloat("_OcclusionTransparency", m_CurrentOcclusionTransparency);
            m_DepthMaterial.SetFloat("_TransitionSize", TransitionSize);
            Shader.SetGlobalFloat("_BlurSize", BlurSize / BlurDownsample);

            // Gets the latest depth map from ARCore.
            Frame.CameraImage.UpdateDepthTexture(ref m_DepthTexture);

            // Updates the screen orientation for each material.
            _UpdateScreenOrientationOnMaterial();
        }

        /// <summary>
        /// Unity's OnEnable() method.
        /// </summary>
        public void OnEnable()
        {
            if (m_DepthBuffer != null)
            {
                m_Camera.AddCommandBuffer(CameraEvent.AfterForwardOpaque, m_DepthBuffer);
                m_Camera.AddCommandBuffer(CameraEvent.AfterGBuffer, m_DepthBuffer);
            }

            if (m_BackgroundBuffer != null)
            {
                m_Camera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, m_BackgroundBuffer);
                m_Camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_BackgroundBuffer);
            }
        }

        /// <summary>
        /// Unity's OnDisable() method.
        /// </summary>
        public void OnDisable()
        {
            if (m_DepthBuffer != null)
            {
                m_Camera.RemoveCommandBuffer(CameraEvent.AfterForwardOpaque, m_DepthBuffer);
                m_Camera.RemoveCommandBuffer(CameraEvent.AfterGBuffer, m_DepthBuffer);
            }

            if (m_BackgroundBuffer != null)
            {
                m_Camera.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, m_BackgroundBuffer);
                m_Camera.RemoveCommandBuffer(CameraEvent.BeforeGBuffer, m_BackgroundBuffer);
            }
        }

        private void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            // Only render the image when tracking.
            if (Session.Status != SessionStatus.Tracking)
            {
                return;
            }

            // Pass #1 combines virtual and real cameras based on the occlusion map.
            Graphics.Blit(source, destination, m_DepthMaterial, /*pass=*/ 1);
        }

        /// <summary>
        /// Updates the screen orientation of the depth map.
        /// </summary>
        private void _UpdateScreenOrientationOnMaterial()
        {
            var uvQuad = Frame.CameraImage.TextureDisplayUvs;
            m_DepthMaterial.SetVector(
                k_TopLeftRightPropertyName,
                new Vector4(
                    uvQuad.TopLeft.x, uvQuad.TopLeft.y, uvQuad.TopRight.x, uvQuad.TopRight.y));
            m_DepthMaterial.SetVector(
                k_BottomLeftRightPropertyName,
                new Vector4(uvQuad.BottomLeft.x, uvQuad.BottomLeft.y, uvQuad.BottomRight.x,
                    uvQuad.BottomRight.y));
        }
    }

shader则为OcclusionImageEffect:

Shader "Hidden/OcclusionImageEffect"
{
    Properties
    {
        _MainTex ("Main Texture", 2D) = "white" {}  // Depth texture.
        _UvTopLeftRight ("UV of top corners", Vector) = (0, 1, 1, 1)
        _UvBottomLeftRight ("UV of bottom corners", Vector) = (0 , 0, 1, 0)
        _OcclusionTransparency ("Maximum occlusion transparency", Range(0, 1)) = 1
        _OcclusionOffsetMeters ("Occlusion offset [meters]", Float) = 0
        _TransitionSizeMeters ("Transition size [meters]", Float) = 0.05
    }

    SubShader
    {
        Cull Off ZWrite Off ZTest Always

        CGINCLUDE

        #include "UnityCG.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float4 vertex : SV_POSITION;
        };

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = v.uv;
            return o;
        }
        ENDCG

        // Pass #0 renders an auxilary buffer - occlusion map that indicates the
        // regions of virtual objects that are behind real geometry.
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "../../../../SDK/Materials/ARCoreDepth.cginc"

            sampler2D _CameraDepthTexture;
            sampler2D _BackgroundTexture;
            bool _UseDepthFromPlanes;

            float _TransitionSizeMeters;

            fixed4 frag (v2f i) : SV_Target
            {
                float depthMeters = 0.0;
                if (_UseDepthFromPlanes)
                {
                    depthMeters = tex2Dlod(_CurrentDepthTexture, float4(i.uv, 0, 0)).r
                                    * ARCORE_MAX_DEPTH_MM;
                    depthMeters *= ARCORE_DEPTH_SCALE;
                }
                else
                {
                    float2 depthUv = ArCoreDepth_GetUv(i.uv);
                    depthMeters = ArCoreDepth_GetMeters(depthUv);
                }

                float virtualDepth = LinearEyeDepth(
                    SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)) -
                    _OcclusionOffsetMeters;

                // Far plane minus near plane.
                float maxVirtualDepth =
                    _ProjectionParams.z - _ProjectionParams.y;

                float occlusionAlpha =
                    1.0 - saturate(0.5 * (depthMeters - virtualDepth) /
                    (_TransitionSizeMeters * virtualDepth) + 0.5);

                // Masks out only the fragments with virtual objects.
                occlusionAlpha *= saturate(maxVirtualDepth - virtualDepth);

                // At this point occlusionAlpha is equal to 1.0 only for fully
                // occluded regions of the virtual objects.
                fixed4 background = tex2D(_BackgroundTexture, i.uv);

                return fixed4(background.rgb, occlusionAlpha);
            }
            ENDCG
        }

        // Pass #1 combines virtual and real cameras based on the occlusion map.
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            sampler2D _MainTex;
            sampler2D _OcclusionMapBlurred;
            sampler2D _BackgroundTexture;

            fixed _OcclusionTransparency;

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 input = tex2D(_MainTex, i.uv);
                fixed4 background = tex2D(_BackgroundTexture, i.uv);
                fixed4 occlusionBlurred = tex2D(_OcclusionMapBlurred, i.uv);
                float objectMask = occlusionBlurred.a;

                // The virtual object mask is blurred, we make the falloff
                // steeper to simulate erosion operator. This is needed to make
                // the fully occluded virtual object invisible.
                float objectMaskEroded = pow(objectMask, 10);

                // occlusionTransition equal to 1 means fully occluded object.
                // This operation boosts occlusion near the edges of the virtual
                // object, but does not affect occlusion within the object.
                float occlusionTransition =
                    saturate(occlusionBlurred.a * (2.0 - objectMaskEroded));

                // Clips occlusion if we want to partially show occluded object.
                occlusionTransition = min(occlusionTransition, _OcclusionTransparency);

                return lerp(input, background, occlusionTransition);
            }
            ENDCG
        }
    }
}

4.结语

处理流程较为复杂,简单使用时还有优化的空间。
提供一种不开启混合(Blend)时的半透明效果,即通过CommandBuffer获取不同时期的图片,然后根据透明度(alpha)进行插值混合。

对于3d遮挡问题,如果需要三维mesh重建自然没有问题,但是此时需要将mesh显示出来,又涉及到效率问题。此处提供一种解决思路,即通过三维重建网格数据,但进行绘制是使用unity的shadowcaster方式, 只写入深度,不做渲染,然后通过深度测试,自动实现3d物体遮挡。

posted @ 2022-05-07 11:28  81192  阅读(246)  评论(0编辑  收藏  举报