- From: Rob Manson <roBman@buildAR.com>
- Date: Thu, 09 Oct 2014 08:04:32 +1100
- To: ian@hixie.ch, public-html-comments@w3.org
- CC: "public-media-capture@w3.org" <public-media-capture@w3.org>, "Kostiainen, Anssi" <anssi.kostiainen@intel.com>, "Hu, Ningxin" <ningxin.hu@intel.com>
Hi Ian, Rik, Jatinder, Jay and Tom, we're working on the W3C Media Capture Depth Stream Extension[1] that adds support for depth cameras[2] to the getUserMedia() API. As part of that we've been exploring the different media processing pipelines for the Web Platform that will let us extract and post process the data from these media streams. The difference with the depth streams is that they are Uint16Array based instead of the normal Uint8ClampedArray viewed as an RGBA ArrayBufferView. To help treat Depth Streams like other Media Streams we have taken an approach that packs 16 bits losslessly into existing codes[3]. For WebGL we are proposing a minimal extension to texImage2D and texSubImage2D where they are passed an HTMLVideoElement that includes a Depth Stream based track. For the 2D canvas based pipeline we have proposed[4] a parallel model to ImageData called DepthData. It is very similar to ImageData except the .data is a Uint16Array and it adds some new CanvasRenderingContext2D methods like .getDepthData() that will return a DepthData object. We're currently drafting this specification in it's own extension spec[1], the FPWD was published 7 October 2014. Now we'd ask for your feedback on the design to make sure we integrate cleanly with the CanvasRenderingContext2D to allow the extension to be integrated at a later stage if so desired. Thanks. roBman [1] http://w3c.github.io/mediacapture-depth/ [2] https://www.w3.org/wiki/Media_Capture_Depth_Stream_Extension [3] http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf [4] http://w3c.github.io/mediacapture-depth/#canvasrenderingcontext2d-interface
Received on Wednesday, 8 October 2014 20:59:02 UTC