This sample demonstrates how to configure the camera for streaming and rendering Depth & RGB data to the screen.
We use OpenGL for cross-platform rendering and GLFW for window management.
If you are using OpenCV, imshow
is a good alternative.
First, we include the Intel® RealSense™ Cross-Platform API.
All but advanced functionality is provided through a single header:
#include <librealsense2/rs.hpp> // Include RealSense Cross Platform API
Next, we include a very short helper library to encapsulate OpenGL rendering and window management:
#include "example.hpp" // Include a short list of convenience functions for rendering
This header lets us easily open a new window and prepare textures for rendering.
// Create a simple OpenGL window for rendering:
window app(1280, 720, "RealSense Capture Example");
Depth data is usually provided on a 12-bit grayscale which is not very useful for visualization.
To enhance visualization, we provide an API that converts the grayscale image to RGB:
// Declare depth colorizer for enhanced color visualization of depth data
rs2::colorizer color_map;
The sample prints frame rates of each enabled stream, this is done by rates_printer filter._
// Declare rates printer for showing streaming rates of the enabled streams.
rs2::rates_printer printer;
The SDK API entry point is the pipeline
class:
// Declare the RealSense pipeline, encapsulating the actual device and sensors
rs2::pipeline pipe;
// Start streaming with default recommended configuration
// The default video configuration contains Depth and Color streams
// If a device is capable to stream IMU data, both Gyro and Accelerometer are enabled by default
pipe.start();
Next, we wait for the next set of frames, effectively blocking the program. Once a frameset arrives, apply both the colorizer and the rates_printer filters._
rs2::frameset data = pipe.wait_for_frames(). // Wait for next set of frames from the camera
apply_filter(printer). // Print each enabled stream frame rate
apply_filter(color_map); // Find and colorize the depth data
Finally, render the images by the window
class from example.hpp
// Show method, when applied on frameset, break it to frames and upload each frame into a gl textures
// Each texture is displayed on different viewport according to it's stream unique id
app.show(data);