/* * Copyright (C) 2020, Inria * GRAPHDECO research group, https://team.inria.fr/graphdeco * All rights reserved. * * This software is free for non-commercial, research and evaluation use * under the terms of the LICENSE.md file. * * For inquiries contact sibr@inria.fr and/or George.Drettakis@inria.fr */ /*! @page architecture Architecture This is a diagram describing the overall SIBR architecture: @image html sibr_new_architecture.png "Architecture Diagram" width=700px SIBR is built using layers. @section Core SIBR core module exposes internal libraries (system, graphics, assets, scene, raycaster, imgproc, view, renderer, video) which can be used to implement multiple IBR algorithms. @subsection system At the very low level, we have **core/system** that contains OS tools (e.g. filesystems), mathematical tools (e.g. vector operations), and standard tools (e.g. string operations). It also contains a configuration file (Config.hpp) that defines many useful macros/const. In short: - we use STL and C++11 (std::shared_ptr are heavily used) - we use Boost Libraries to manage filesystems. - we use Eigen for math tools. (Dev tips: Please use sibr::Vector (e.g. sibr::Vector3f), because they define important flags.) @subsection graphics Next we expose **core/graphics** which contains graphics tools, such as images, meshes, textures, rendertargets, shaders,... We use OpenCV for managing images and image operations. Note that we wrapped OpenCV's cv::Mat in sibr::Image to control/check types statically. See sibr::Image class for details. @subsection assets The classes contained in **core/assets** represent basic resource files present in IBR datasets. These classes are useful for loading and reading different types of files found in a typical dataset. @subsection scene **core/scene** contains a full IBR dataset representation and storage, based on multiple components that form a "scene". A good example is sibr::BasicIBRScene, containing a default set of assets (cameras, images, proxies etc.) which can be initialized by means of a scene metadata file. @subsection raycaster The **core/raycaster** library provides raycasting and intersection test utilities, wrapping Intel Embree for fast ray/triangle tests. @subsection imgproc Basic image processing utilities cam be found in **core/imgproc**. For more complex tasks, you can use OpenCV algorithms as our Images are backed by OpenCV matrices. @subsection video You can load and save videos using the **core/video** module. It internally relies on ffmpeg. @subsection view The **core/view** library exposes tools for making viewer apps for live rendering and debugging of the algorithms. It define a basic view interface along with interactive camera modes, a multi-window management system,... @subsection renderer The classes in **core/renderer** library implements general rendering passes and functionalities required for many IBR applications. usually, when designing a View for a custom rendering algorithm, you will use multiple renderers, some customs and some out-of-the-box. */