Now outputting side by side/rainbow depth mp4's straight out of our capture app. (This is mac+kinect1, but same on IOS, jetson+kinectazure, pi+kinect1 etc)
Decoding here out of a <video> tag, pretty much just so I can get hardware accelleration on quest webxr & use webcodec
Working on making Panopoly's output much more developer friendly;
MP4 output; instead of a more proprietry stream.
Rainbow depth, (instead of my whacky YUV packing), and side-by-side instead of multi-stream.
All for much easier integration, and allowing hardware decoding on web.
A new version of the ios app is out on the public testflight
https://t.co/Yd4xxYRs8n
Mostly a lot of internal fixes & optimisations, only major thing left is that we're currently encoding a very compressed Z. (But colour video is back!)
@jaroslavstehlik Some silly YUV encoding and then compressed to h264.
Not tied to h264, but we just have the widespread support & tools for it https://t.co/RNLSIYPUK9
Kinect encoding & streaming to web. Nothing wild, just aligning all the renderers, encoders & decoders.
CMS upload is working too, so new ipad & iphone (truedepth & lidar both work) testflight beta shortly.
@shlykur The capture app is cross platform (ios, mac, windows, pi, jetson, linux), currently supports a handful of cameras (built in ones, kinect 1,2 & azure)
The main player is web (with webxr), and a unity plugin
Finally finished final minor issues, so now the web-renderer on https://t.co/e0jSErKjPq is running on the device whilst recording. (without noise reduc)
Not sure why colour is intermittent, but there's a lot of debug.
Same SwiftUI code as mac, same app .js as web/mac/win/ios etc!
Our capture software has gone a bit more cross platform than planned...
Mac version now working (with kinect1 & 2), running off the same SwiftUI as ios, and same app code as ios, windows, pi, nvidia jetson