[MetalKit]Using ARKit with Metal使用ARKit與Metal

本系列文章是對(duì) http://metalkit.org 上面MetalKit內(nèi)容的全面翻譯和學(xué)習(xí).

MetalKit系統(tǒng)文章目錄


Augmented Reality增強(qiáng)現(xiàn)實(shí)提供了一種疊加虛擬內(nèi)容到攝像頭獲取到的真實(shí)世界視圖上的方法.上個(gè)月在WWDC2017當(dāng)看到Apple的新的ARKit框架時(shí)我們都很興奮,這是一個(gè)高級(jí)API,工作在運(yùn)行iOS11A9設(shè)備或更新設(shè)備上.有些ARKit實(shí)驗(yàn)確實(shí)非常杰出,比如下面這個(gè):

ARKit.gif

ARKit應(yīng)用中有三種不同的圖層:

  • Tracking追蹤 - 使用視覺慣性里程計(jì)來實(shí)現(xiàn)世界追蹤,無需額外設(shè)置.
  • Scene Understanding場(chǎng)景理解 - 使用平面檢測(cè),點(diǎn)擊測(cè)試和光照估計(jì)來探測(cè)場(chǎng)景屬性的能力.
  • Rendering渲染 - 可以輕松整合,因?yàn)?code>AR視圖模板是由SpriteKitSceneKit提供的,可以用Metal自定義.所有預(yù)渲染過程由ARKit處理完成,它還同時(shí)負(fù)責(zé)用AVFoundationCoreMotion進(jìn)行圖像捕捉.

在本系列的第一章節(jié)里,我們將主要關(guān)注Metal中的渲染,其余兩步將在本系列下一章節(jié)中討論.在一個(gè)AR應(yīng)用中,Tracking追蹤Scene Understanding場(chǎng)景理解是完全由ARKit框架處理的,但渲染可以用SpriteKit, SceneKitMetal來處理:

ARKit1.png

開始,我們需要有一個(gè)ARSession實(shí)例,它是用一個(gè)ARSessionConfiguration對(duì)象來創(chuàng)建的.然后,我們調(diào)用run()函數(shù)來配置.這個(gè)會(huì)話管理著同時(shí)運(yùn)行的AVCaptureSessionCMMotionManager對(duì)象,來獲取圖像和運(yùn)動(dòng)數(shù)據(jù)來實(shí)現(xiàn)追蹤.最后,會(huì)話將輸出當(dāng)前幀到一個(gè)ARFrame對(duì)象:

ARKit2.png

ARSessionConfiguration對(duì)象包含了關(guān)于追蹤類型的信息.ARSessionConfiguration的基礎(chǔ)類提供3個(gè)自由度的追蹤,而它的子類,ARWorldTrackingSessionConfiguration提供6個(gè)自由度的追蹤(設(shè)備位置旋轉(zhuǎn)方向).

ARKit4.png

當(dāng)一個(gè)設(shè)備不支持世界追蹤時(shí),回落到基礎(chǔ)配置:

if ARWorldTrackingSessionConfiguration.isSupported { 
    configuration = ARWorldTrackingSessionConfiguration()
} else {
    configuration = ARSessionConfiguration() 
}

ARFrame包含了捕捉到的圖像,追蹤信息和場(chǎng)景信息,場(chǎng)景信息通過包含真實(shí)世界位置和旋轉(zhuǎn)信息的ARAnchor對(duì)象來獲取,這個(gè)對(duì)象可以輕易從會(huì)話中被添加,更新或移除.Tracking追蹤是實(shí)時(shí)確定物理位置的能力.World Tracking,能同時(shí)確定位置和朝向,它使用物理距離,與起始位置相關(guān)聯(lián)并提供3D特征點(diǎn).

ARFrame的最后一個(gè)組件是ARCamera對(duì)象,它處理變換(平移,旋轉(zhuǎn),縮放)并攜帶了追蹤狀態(tài)和相機(jī)本體.追蹤的質(zhì)量強(qiáng)烈依賴于不間斷的傳感器數(shù)據(jù),穩(wěn)定的場(chǎng)景,并且當(dāng)場(chǎng)景中有大量復(fù)雜紋理時(shí)會(huì)更加精確.追蹤狀態(tài)有三個(gè)值:Not Available不可用(相機(jī)只有單位矩陣),Limited受限(場(chǎng)景中特征不足或不夠穩(wěn)定),還有Normal正常(相機(jī)數(shù)據(jù)正常).當(dāng)相機(jī)輸入不可用時(shí)或當(dāng)追蹤停止時(shí),會(huì)引發(fā)會(huì)話打斷:

func session(_ session: ARSession, cameraDidChangeTrackingState camera: ARCamera) { 
    if case .limited(let reason) = camera.trackingState {
        // Notify user of limited tracking state
    } 
}
func sessionWasInterrupted(_ session: ARSession) { 
    showOverlay()
}
func sessionInterruptionEnded(_ session: ARSession) { 
    hideOverlay()
    // Optionally restart experience
}

Rendering可以在SceneKit中完成,它使用ARSCNView的代理來添加,更新或移除節(jié)點(diǎn).類似的,Rendering也可以在SpriteKit中完成,它使用ARSKView代理來布局SKNodesARAnchor對(duì)象.因?yàn)?code>SpriteKit是2D的,它不能使用真實(shí)世界的相機(jī)位置,所以它是投影錨點(diǎn)位置到ARSKView,然后在這個(gè)被投影的位置作為廣告牌(平面)來渲染點(diǎn)精靈的,所以點(diǎn)精靈總是面對(duì)著攝像機(jī).對(duì)于Metal,沒有定制的AR視圖,所以這個(gè)責(zé)任落到了程序員手里.為了處理渲染出的圖像,我們需要:

  • 繪制背景相機(jī)圖像(從像素緩沖器生成一個(gè)紋理)
  • 更新虛擬攝像機(jī)
  • 更新光照
  • 更新幾何體的變換

所有這些信息都在ARFrame對(duì)象中.為訪問這個(gè)幀,有兩種設(shè)置:polling輪詢或使用delegate代理.我們將使用后者.我拿出ARKitMetal準(zhǔn)備的模板,并精簡(jiǎn)到最簡(jiǎn),這樣我能更好地理解它是如何工作的.我做的第一件事就是移除所有C語(yǔ)言的依賴項(xiàng),這樣就不在需要橋接了.保留這些類型和枚舉常量在以后可能會(huì)很有用,能用來在API代碼和著色器之間共享這些類型和枚舉,但是對(duì)于本文來說這是不需要的.

下一步,到ViewController中,它將作為我們MTKViewARSession的代理.我們創(chuàng)建一個(gè)Renderer實(shí)例,它將與代理協(xié)作,實(shí)時(shí)更新應(yīng)用:

var session: ARSession!
var renderer: Renderer!

override func viewDidLoad() {
    super.viewDidLoad()
    session = ARSession()
    session.delegate = self
    if let view = self.view as? MTKView {
        view.device = MTLCreateSystemDefaultDevice()
        view.delegate = self
        renderer = Renderer(session: session, metalDevice: view.device!, renderDestination: view)
        renderer.drawRectResized(size: view.bounds.size)
    }
    let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(gestureRecognize:)))
    view.addGestureRecognizer(tapGesture)
}

正如你看到的,我們將添加一個(gè)手勢(shì)識(shí)別器,我們用它來添加虛擬內(nèi)容到視圖中.我們首先拿到會(huì)話的當(dāng)前幀,然后創(chuàng)建一個(gè)轉(zhuǎn)換來將我們的物體放到相機(jī)前(本例中為0.3米),最后用這個(gè)變換來添加一個(gè)新的錨點(diǎn)到會(huì)話中:

func handleTap(gestureRecognize: UITapGestureRecognizer) {
    if let currentFrame = session.currentFrame {
        var translation = matrix_identity_float4x4
        translation.columns.3.z = -0.3
        let transform = simd_mul(currentFrame.camera.transform, translation)
        let anchor = ARAnchor(transform: transform)
        session.add(anchor: anchor)
    }
}

我們使用viewWillAppear()viewWillDisappear()方法來開始和暫停會(huì)話:

override func viewWillAppear(_ animated: Bool) {
    super.viewWillAppear(animated)
    let configuration = ARWorldTrackingSessionConfiguration()
    session.run(configuration)
}

override func viewWillDisappear(_ animated: Bool) {
    super.viewWillDisappear(animated)
    session.pause()
}

剩下的只有響應(yīng)視圖更新或會(huì)話錯(cuò)誤及打斷的代理方法:

func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
    renderer.drawRectResized(size: size)
}

func draw(in view: MTKView) {
    renderer.update()
}

func session(_ session: ARSession, didFailWithError error: Error) {}

func sessionWasInterrupted(_ session: ARSession) {}

func sessionInterruptionEnded(_ session: ARSession) {}

讓我們現(xiàn)在轉(zhuǎn)到Renderer.swift文件中.需要注意的第一件事情是,使用了一個(gè)非常有用的協(xié)議,它將讓我們能訪問我們稍后繪制調(diào)用中需要的所有MTKView屬性:

protocol RenderDestinationProvider {
    var currentRenderPassDescriptor: MTLRenderPassDescriptor? { get }
    var currentDrawable: CAMetalDrawable? { get }
    var colorPixelFormat: MTLPixelFormat { get set }
    var depthStencilPixelFormat: MTLPixelFormat { get set }
    var sampleCount: Int { get set }
}

現(xiàn)在你可以只需擴(kuò)展MTKView類(在ViewController中),就讓它遵守了這個(gè)協(xié)議:

extension MTKView : RenderDestinationProvider {}

要想有一個(gè)Renderer類的高級(jí)視圖,下面是它的偽代碼:

init() {
    setupPipeline()
    setupAssets()
}
    
func update() {
    updateBufferStates()
    updateSharedUniforms()
    updateAnchors()
    updateCapturedImageTextures()
    updateImagePlane()
    drawCapturedImage()
    drawAnchorGeometry()
}

像以前一樣,我們首先創(chuàng)建管線,這里用setupPipeline()函數(shù).然后,在setupAssets()里,我們創(chuàng)建我們的模型,當(dāng)我們的點(diǎn)擊手勢(shì)識(shí)別時(shí)就會(huì)加載出來.當(dāng)繪制調(diào)用時(shí)或需要更新時(shí),MTKView代理將會(huì)調(diào)用update()函數(shù).讓我們仔細(xì)看看它們.首先我們用了updateBufferStates(),它更新我們?yōu)楫?dāng)前幀(本例中,我們使用3個(gè)空位的環(huán)形緩沖器)寫入到緩沖器中的位置.

func updateBufferStates() {
    uniformBufferIndex = (uniformBufferIndex + 1) % maxBuffersInFlight
    sharedUniformBufferOffset = alignedSharedUniformSize * uniformBufferIndex
    anchorUniformBufferOffset = alignedInstanceUniformSize * uniformBufferIndex
    sharedUniformBufferAddress = sharedUniformBuffer.contents().advanced(by: sharedUniformBufferOffset)
    anchorUniformBufferAddress = anchorUniformBuffer.contents().advanced(by: anchorUniformBufferOffset)
}

下一步,在updateSharedUniforms()中我們更新該幀的共享的uniforms,并為場(chǎng)景設(shè)置光照:

func updateSharedUniforms(frame: ARFrame) {
    let uniforms = sharedUniformBufferAddress.assumingMemoryBound(to: SharedUniforms.self)
    uniforms.pointee.viewMatrix = simd_inverse(frame.camera.transform)
    uniforms.pointee.projectionMatrix = frame.camera.projectionMatrix(withViewportSize: viewportSize, orientation: .landscapeRight, zNear: 0.001, zFar: 1000)
    var ambientIntensity: Float = 1.0
    if let lightEstimate = frame.lightEstimate {
        ambientIntensity = Float(lightEstimate.ambientIntensity) / 1000.0
    }
    let ambientLightColor: vector_float3 = vector3(0.5, 0.5, 0.5)
    uniforms.pointee.ambientLightColor = ambientLightColor * ambientIntensity
    var directionalLightDirection : vector_float3 = vector3(0.0, 0.0, -1.0)
    directionalLightDirection = simd_normalize(directionalLightDirection)
    uniforms.pointee.directionalLightDirection = directionalLightDirection
    let directionalLightColor: vector_float3 = vector3(0.6, 0.6, 0.6)
    uniforms.pointee.directionalLightColor = directionalLightColor * ambientIntensity
    uniforms.pointee.materialShininess = 30
}

下一步,在updateAnchors()中我們用當(dāng)前幀的錨點(diǎn)的變換來更新錨點(diǎn)uniform緩沖器:

func updateAnchors(frame: ARFrame) {
    anchorInstanceCount = min(frame.anchors.count, maxAnchorInstanceCount)
    var anchorOffset: Int = 0
    if anchorInstanceCount == maxAnchorInstanceCount {
        anchorOffset = max(frame.anchors.count - maxAnchorInstanceCount, 0)
    }
    for index in 0..<anchorInstanceCount {
        let anchor = frame.anchors[index + anchorOffset]
        var coordinateSpaceTransform = matrix_identity_float4x4
        coordinateSpaceTransform.columns.2.z = -1.0
        let modelMatrix = simd_mul(anchor.transform, coordinateSpaceTransform)
        let anchorUniforms = anchorUniformBufferAddress.assumingMemoryBound(to: InstanceUniforms.self).advanced(by: index)
        anchorUniforms.pointee.modelMatrix = modelMatrix
    }
}

下一步,在updateCapturedImageTextures()我們從提供的幀的捕捉圖像里,創(chuàng)建兩個(gè)紋理:

func updateCapturedImageTextures(frame: ARFrame) {
    let pixelBuffer = frame.capturedImage
    if (CVPixelBufferGetPlaneCount(pixelBuffer) < 2) { return }
    capturedImageTextureY = createTexture(fromPixelBuffer: pixelBuffer, pixelFormat:.r8Unorm, planeIndex:0)!
    capturedImageTextureCbCr = createTexture(fromPixelBuffer: pixelBuffer, pixelFormat:.rg8Unorm, planeIndex:1)!
}

下一步,在updateImagePlane()中,我們更新圖像平面的紋理坐標(biāo)來適應(yīng)視口:

func updateImagePlane(frame: ARFrame) {
    let displayToCameraTransform = frame.displayTransform(withViewportSize: viewportSize, orientation: .landscapeRight).inverted()
    let vertexData = imagePlaneVertexBuffer.contents().assumingMemoryBound(to: Float.self)
    for index in 0...3 {
        let textureCoordIndex = 4 * index + 2
        let textureCoord = CGPoint(x: CGFloat(planeVertexData[textureCoordIndex]), y: CGFloat(planeVertexData[textureCoordIndex + 1]))
        let transformedCoord = textureCoord.applying(displayToCameraTransform)
        vertexData[textureCoordIndex] = Float(transformedCoord.x)
        vertexData[textureCoordIndex + 1] = Float(transformedCoord.y)
    }
}

下一步,在drawCapturedImage()中我們?cè)趫?chǎng)景中繪制來自相機(jī)的畫面:

func drawCapturedImage(renderEncoder: MTLRenderCommandEncoder) {
    guard capturedImageTextureY != nil && capturedImageTextureCbCr != nil else { return }
    renderEncoder.pushDebugGroup("DrawCapturedImage")
    renderEncoder.setCullMode(.none)
    renderEncoder.setRenderPipelineState(capturedImagePipelineState)
    renderEncoder.setDepthStencilState(capturedImageDepthState)
    renderEncoder.setVertexBuffer(imagePlaneVertexBuffer, offset: 0, index: 0)
    renderEncoder.setFragmentTexture(capturedImageTextureY, index: 1)
    renderEncoder.setFragmentTexture(capturedImageTextureCbCr, index: 2)
    renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
    renderEncoder.popDebugGroup()
}

最終,在drawAnchorGeometry()中,我們?yōu)閯?chuàng)建的虛擬內(nèi)容繪制錨點(diǎn):

func drawAnchorGeometry(renderEncoder: MTLRenderCommandEncoder) {
    guard anchorInstanceCount > 0 else { return }
    renderEncoder.pushDebugGroup("DrawAnchors")
    renderEncoder.setCullMode(.back)
    renderEncoder.setRenderPipelineState(anchorPipelineState)
    renderEncoder.setDepthStencilState(anchorDepthState)
    renderEncoder.setVertexBuffer(anchorUniformBuffer, offset: anchorUniformBufferOffset, index: 2)
    renderEncoder.setVertexBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
    renderEncoder.setFragmentBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
    for bufferIndex in 0..<mesh.vertexBuffers.count {
        let vertexBuffer = mesh.vertexBuffers[bufferIndex]
        renderEncoder.setVertexBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index:bufferIndex)
    }
    for submesh in mesh.submeshes {
        renderEncoder.drawIndexedPrimitives(type: submesh.primitiveType, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: submesh.indexBuffer.offset, instanceCount: anchorInstanceCount)
    }
    renderEncoder.popDebugGroup()
}

回到前面提到的setupPipeline()函數(shù).創(chuàng)建兩個(gè)渲染管線狀態(tài)對(duì)象,一個(gè)用于捕捉圖像(從相機(jī)接收),一個(gè)用于我們?cè)趫?chǎng)景中放置虛擬物體時(shí)創(chuàng)建的錨點(diǎn).正如所料,每一個(gè)狀態(tài)對(duì)象都將有一對(duì)自己的頂點(diǎn)函數(shù)和片段函數(shù) - 讓我們轉(zhuǎn)到最后一個(gè)需要關(guān)注的文件 - 在Shaders.metal文件中.用來捕捉圖像的第一對(duì)著色器中,我們?cè)陧旤c(diǎn)著色器中傳遞圖像的頂點(diǎn)位置和紋理坐標(biāo):

vertex ImageColorInOut capturedImageVertexTransform(ImageVertex in [[stage_in]]) {
    ImageColorInOut out;
    out.position = float4(in.position, 0.0, 1.0);
    out.texCoord = in.texCoord;
    return out;
}

在片段著色器中,我們采樣兩個(gè)紋理來得到給定紋理坐標(biāo)處的顏色,然后返回修改過的RGB顏色:

fragment float4 capturedImageFragmentShader(ImageColorInOut in [[stage_in]],
                                            texture2d<float, access::sample> textureY [[ texture(1) ]],
                                            texture2d<float, access::sample> textureCbCr [[ texture(2) ]]) {
    constexpr sampler colorSampler(mip_filter::linear, mag_filter::linear, min_filter::linear);
    const float4x4 ycbcrToRGBTransform = float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
                                                  float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
                                                  float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
                                                  float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
    float4 ycbcr = float4(textureY.sample(colorSampler, in.texCoord).r, textureCbCr.sample(colorSampler, in.texCoord).rg, 1.0);
    return ycbcrToRGBTransform * ycbcr;
}

給錨點(diǎn)幾何體的第二對(duì)著色器中,頂點(diǎn)著色器中我們?cè)诓眉艨臻g里計(jì)算頂點(diǎn)的位置并輸出,以供裁剪和光柵化,然后給每個(gè)面著上不同顏色,然后計(jì)算我們頂點(diǎn)在觀察空間的位置,并最終旋轉(zhuǎn)法線到世界坐標(biāo)系:

vertex ColorInOut anchorGeometryVertexTransform(Vertex in [[stage_in]],
                                                constant SharedUniforms &sharedUniforms [[ buffer(3) ]],
                                                constant InstanceUniforms *instanceUniforms [[ buffer(2) ]],
                                                ushort vid [[vertex_id]],
                                                ushort iid [[instance_id]]) {
    ColorInOut out;
    float4 position = float4(in.position, 1.0);
    float4x4 modelMatrix = instanceUniforms[iid].modelMatrix;
    float4x4 modelViewMatrix = sharedUniforms.viewMatrix * modelMatrix;
    out.position = sharedUniforms.projectionMatrix * modelViewMatrix * position;
    ushort colorID = vid / 4 % 6;
    out.color = colorID == 0 ? float4(0.0, 1.0, 0.0, 1.0)  // Right face
              : colorID == 1 ? float4(1.0, 0.0, 0.0, 1.0)  // Left face
              : colorID == 2 ? float4(0.0, 0.0, 1.0, 1.0)  // Top face
              : colorID == 3 ? float4(1.0, 0.5, 0.0, 1.0)  // Bottom face
              : colorID == 4 ? float4(1.0, 1.0, 0.0, 1.0)  // Back face
              :                float4(1.0, 1.0, 1.0, 1.0); // Front face
    out.eyePosition = half3((modelViewMatrix * position).xyz);
    float4 normal = modelMatrix * float4(in.normal.x, in.normal.y, in.normal.z, 0.0f);
    out.normal = normalize(half3(normal.xyz));
    return out;
}

在片段著色器中,我們計(jì)算方向光的貢獻(xiàn)值,使用漫反射和高光項(xiàng)目的總和,然后通過將從顏色地圖的采樣與片段的光照值相乘來計(jì)算最終顏色,最后,用剛計(jì)算出來的顏色和顏色地圖的透明通道給片段的透明度值:

fragment float4 anchorGeometryFragmentLighting(ColorInOut in [[stage_in]],
                                               constant SharedUniforms &uniforms [[ buffer(3) ]]) {
    float3 normal = float3(in.normal);
    float3 directionalContribution = float3(0);
    {
        float nDotL = saturate(dot(normal, -uniforms.directionalLightDirection));
        float3 diffuseTerm = uniforms.directionalLightColor * nDotL;
        float3 halfwayVector = normalize(-uniforms.directionalLightDirection - float3(in.eyePosition));
        float reflectionAngle = saturate(dot(normal, halfwayVector));
        float specularIntensity = saturate(powr(reflectionAngle, uniforms.materialShininess));
        float3 specularTerm = uniforms.directionalLightColor * specularIntensity;
        directionalContribution = diffuseTerm + specularTerm;
    }
    float3 ambientContribution = uniforms.ambientLightColor;
    float3 lightContributions = ambientContribution + directionalContribution;
    float3 color = in.color.rgb * lightContributions;
    return float4(color, in.color.w);
}

如果你運(yùn)行應(yīng)用,將能夠通過點(diǎn)擊屏幕來添加立方體到相機(jī)視圖上,到處移動(dòng)或湊近或環(huán)繞立方體來觀察每個(gè)面的不同顏色,比如這樣:


ARKit5.gif

在本系列的下一章節(jié),我們將更深入學(xué)習(xí)Tracking追蹤Scene Understanding場(chǎng)景理解,并看看平面檢測(cè),點(diǎn)擊測(cè)試,碰撞和物理效果是如何讓我們的經(jīng)歷更美好的.
源代碼source code已發(fā)布在Github上.
下次見!

最后編輯于
?著作權(quán)歸作者所有,轉(zhuǎn)載或內(nèi)容合作請(qǐng)聯(lián)系作者
【社區(qū)內(nèi)容提示】社區(qū)部分內(nèi)容疑似由AI輔助生成,瀏覽時(shí)請(qǐng)結(jié)合常識(shí)與多方信息審慎甄別。
平臺(tái)聲明:文章內(nèi)容(如有圖片或視頻亦包括在內(nèi))由作者上傳并發(fā)布,文章內(nèi)容僅代表作者本人觀點(diǎn),簡(jiǎn)書系信息發(fā)布平臺(tái),僅提供信息存儲(chǔ)服務(wù)。

相關(guān)閱讀更多精彩內(nèi)容

友情鏈接更多精彩內(nèi)容