I am attempting to find a simple way in SceneKit to calculate the depth of a pixels in SceneKit and LiDAR data from
sceneView.session.currentFrame?.smoothedSceneDepth?.depthMap
Ideally I don't want to use metal shaders. I would prefer find a points in my currentFrame
and their corresponding depth map, to get the depth of a points in SceneKit (ideally in world coordinates, not just local to that frustum at that point in time).
Fast performance isn't necessary as it won't be calculated at capture.
I am aware of the Apple project at link, however this is far too complex for my needs.
As a starting point, my code works like this:
guard let depthData = frame.sceneDepth else { return }
let camera = frame.camera
let depthPixelBuffer = depthData.depthMap
let depthHeight = CVPixelBufferGetHeight(depthPixelBuffer)
let depthWidth = CVPixelBufferGetWidth(depthPixelBuffer)
let resizeScale = CGFloat(depthWidth) / CGFloat(CVPixelBufferGetWidth(frame.capturedImage))
let resizedColorImage = frame.capturedImage.toCGImage(scale: resizeScale);
guard let colorData = resizedColorImage.pixelData() else {
fatalError()
}
var intrinsics = camera.intrinsics;
let referenceDimensions = camera.imageResolution;
let ratio = Float(referenceDimensions.width) / Float(depthWidth)
intrinsics.columns.0[0] /= ratio
intrinsics.columns.1[1] /= ratio
intrinsics.columns.2[0] /= ratio
intrinsics.columns.2[1] /= ratio
var points: [SCNVector3] = []
let depthValues = depthPixelBuffer.depthValues()
for vv in 0..<depthHeight {
for uu in 0..<depthWidth {
let z = -depthValues[uu + vv * depthWidth]
let x = Float32(uu) / Float32(depthWidth) * 2.0 - 1.0;
let y = 1.0 - Float32(vv) / Float32(depthHeight) * 2.0;
points.append(SCNVector3(x, y, z))
}
}
The resulting point cloud looks ok, but is severely bent on the Z-axis. I realize this code is also not adjusting for screen orientation either.