I'm trying to capture frames from camera and associated motion data.
For synchronization I'm using timestamps. Video and motion is written to a file and then processed. In that process I can calculate motion-frames offset for every video.
Turns out motion data and video data for same timestamp is offset from each other by different time from 0.2 sec up to 0.3 sec.
This offset is constant for one video but varies from video to video.
If it was same offset every time I would be able to subtract some calibrated value but it's not.
Is there a good way to synchronize timestamps?
Maybe I'm not recording them correctly?
Is there a better way to bring them to the same frame of reference?
CoreMotion returns timestamps relative to system uptime so I add offset to get unix time:
uptimeOffset = [[NSDate date] timeIntervalSince1970] -
[NSProcessInfo processInfo].systemUptime;
CMDeviceMotionHandler blk =
^(CMDeviceMotion * _Nullable motion, NSError * _Nullable error){
if(!error){
motionTimestamp = motion.timestamp + uptimeOffset;
...
}
};
[motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXTrueNorthZVertical
toQueue:[NSOperationQueue currentQueue]
withHandler:blk];
To get frames timestamps with high precision I'm using AVCaptureVideoDataOutputSampleBufferDelegate. It is offset to unix time also:
-(void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection
{
CMTime frameTime = CMSampleBufferGetOutputPresentationTimeStamp(sampleBuffer);
if(firstFrame)
{
firstFrameTime = CMTimeMake(frameTime.value, frameTime.timescale);
startOfRecording = [[NSDate date] timeIntervalSince1970];
}
CMTime presentationTime = CMTimeSubtract(frameTime, firstFrameTime);
float seconds = CMTimeGetSeconds(presentationTime);
frameTimestamp = seconds + startOfRecording;
...
}
It is actually pretty simple to correlate these timestamps - although it's not clearly documented, both camera frame and motion data timestamps are based on the mach_absolute_time() timebase.
This is a monotonic timer that is reset at boot, but importantly also stops counting when the device is asleep. So there's no easy way to convert it to a standard "wall clock" time.
Thankfully you don't need to as the timestamps are directly comparable - motion.timestamp is in seconds, you can log out mach_absolute_time() in the callback to see it is the same timebase. My quick test shows the motion timestamp is typically about 2ms before mach_absolute_time in the handler, which seems about right for how long it might take for the data to get reported to the app.
Note mach_absolute_time() is in tick units that need conversion to nanoseconds; on iOS 10 and later you can just use the equivalent clock_gettime_nsec_np(CLOCK_UPTIME_RAW); which does the same thing.
[_motionManager
startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryZVertical
toQueue:[NSOperationQueue currentQueue]
withHandler:^(CMDeviceMotion * _Nullable motion, NSError * _Nullable error) {
// motion.timestamp is in seconds; convert to nanoseconds
uint64_t motionTimestampNs = (uint64_t)(motion.timestamp * 1e9);
// Get conversion factors from ticks to nanoseconds
struct mach_timebase_info timebase;
mach_timebase_info(&timebase);
// mach_absolute_time in nanoseconds
uint64_t ticks = mach_absolute_time();
uint64_t machTimeNs = (ticks * timebase.numer) / timebase.denom;
int64_t difference = machTimeNs - motionTimestampNs;
NSLog(#"Motion timestamp: %llu, machTime: %llu, difference %lli", motionTimestampNs, machTimeNs, difference);
}];
For the camera, the timebase is also the same:
// In practice gives the same value as the CMSampleBufferGetOutputPresentationTimeStamp
// but this is the media's "source" timestamp which feels more correct
CMTime frameTime = CMSampleBufferGetPresentationTimeStamp(sampleBuffer);
uint64_t frameTimestampNs = (uint64_t)(CMTimeGetSeconds(frameTime) * 1e9);
The delay between the timestamp and the handler being called is a bit larger here, usually in the 10s of milliseconds.
We now need to consider what a timestamp on a camera frame actually means - there are two issues here; finite exposure time, and rolling shutter.
Rolling shutter means that not all scanlines of the image are actually captured at the same time - the top row is captured first and the bottom row last. This rolling readout of the data is spread over the entire frame time, so in 30 FPS camera mode the final scanline's exposure start/end time is almost exactly 1/30 second after the respective start/end time of the first scanline.
My tests indicate the presentation timestamp in the AVFoundation frames is the start of the readout of the frame - ie the end of the exposure of the first scanline. So the end of the exposure of the final scanline is frameDuration seconds after this, and the start of the exposure of the first scanline was exposureTime seconds before this. So a timestamp right in the centre of the frame exposure (the midpoint of the exposure of the middle scanline of the image) can be calculated as:
const double frameDuration = 1.0/30; // rolling shutter effect, depends on camera mode
const double exposure = avCaptureDevice.exposureDuration;
CMTime frameTime = CMSampleBufferGetPresentationTimeStamp(sampleBuffer);
double midFrameTime = CMTimeGetSeconds(frameTime) - exposure * 0.5 + frameDuration * 0.5;
In indoor settings, the exposure usually ends up the full frame time anyway, so the midFrameTime from above ends up identical to the frameTime. The difference is noticeable (under extremely fast motion) with short exposures that you typically get from brightly lit outdoor scenes.
Why the original approach had different offsets
I think the main cause of your offset is that you assume the timestamp of the first frame is the time that the handler runs - ie it doesn't account for any delay between capturing the data and it being delivered to your app. Especially if you're using the main queue for these handlers I can imagine the callback for that first frame being delayed by the 0.2-0.3s you mention.
The best solution I was able to find to this problem was
to run a feature tracker over the recorded video, pick one of the strong features and plot the the speed of it's movement along say X axis and then correlate this plot to the accelerometer Y data.
When there's 2 similar plots that are offset of each other along abscissa there's a technique called cross-correlation that allows to find the offset.
There's an obvious drawback of this approach - it's slow as it requires some video processing.
Related
I apologize for not knowing the proper terminology for everything here. I'm a fairly new programmer, and entirely new to Swift. The task I'm trying to accomplish is to display a current speed in MPH. I've found that using the "CoreLocation" and storing locations in an array and using "locations.speed "to display the speed is quite slow and does not refresh as often as I want.
My thought was to get an initial speed value using the "MapKit" and "CoreLocation" method, then feed that initial speed value into a function using the accelerometer to provide a quicker responding speedometer. I would do this by integrating the accelerometer values and adding the initial velocity. This was the best solution I could come up with to get a more accurate speedometer with a better refresh rate.
I'm having a couple of issues currently:
First Issue: I don't know how to get an initial speed value from a function using location data as parameters into a function using accelerometer data as parameters.
Second Issue: Even when assuming an initial speed of 0, my current program displays a value that keeps increasing infinitely. I'm not sure what the issue is that is causing this.
I will show you the portion of my code responsible for this, and would appreciate any insight any of you may have!
For my First Issue, here is my GPS data Function:
func provideInitSpeed(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation])->Double {
let location = locations[0]
return ((location.speed)*2.23693629) //returns speed value converted to MPH
}
I'm not sure how to make a function call to retrieve this value in my Accelerometer function.
For my Second Issue, here is my Accelerometer Function with assumed starting speed of 0:
motionManager.startAccelerometerUpdates(to: OperationQueue.current!) {
(data,error) in
if let myData = data {
//getting my acceleration data and rounding the values off to the hundredths place to reduce noise
xAccel = round((myData.acceleration.x * g)*100)/100
yAccel = round((myData.acceleration.y * g)*100)/100
zAccel = round((myData.acceleration.z * g)*100)/100
// Integrating accel vals to get velocity vals *Possibly where error occurs* I multiply the accel values by the change in time, which is currently set at 0.2 seconds.
xVel += xAccel * self.motionManager.accelerometerUpdateInterval
yVel += yAccel * self.motionManager.accelerometerUpdateInterval
zVel += zAccel * self.motionManager.accelerometerUpdateInterval
// Finding total speed; Magnitude of Velocity
totalSpeed = sqrt(pow(xVel,2) + pow(yVel,2) + pow(zVel,2))
// if-else statment for further noise reduction. note: "zComp" just adjusts for the -1.0 G units z acceleration value that the phone reads by default for gravity
if (totalSpeed - zComp) > -0.1 && (totalSpeed - zComp) < 0.1 {
self.view.reloadInputViews()
self.speedWithAccelLabel.text = "\(0.0)"
} else {
// Printing totalSpeed
self.view.reloadInputViews()
self.speedWithAccelLabel.text = "\(abs(round((totalSpeed - zComp + /*where initSpeed would go*/)*10)/10))"
}
}//data end
}//motionManager end
I'm not sure why but the speed this function displays is always increasing by about 4 mph every refresh of the label.
This is my first time using Stack Overflow, so I apologize for any stupid mistakes I might have made!
Thanks a lot!
I am working on a driver behavior app and I am using SOMotionDetector (Thanks to MIT). Its giving speed and Motion Type (Not Moving, Walking, Running, Automotive) of device. I will use Automotive in my case as I need to detect driver behavior. This is detecting Motion Type based on speed with some thresholds set for Walking, Running, Automotive or if available it uses M7 Chip. It updates location approximately after every second (time varies based on GPS) in [SOMotionDetector sharedInstance].locationChangedBlock To detect Aggressive speed or break I am checking is that the increase/decrease of speed in last second. If it increases from a certain threshold (I am using kAggressiveSpeedIncrementFactor 8.0f) then its aggressively increasing speed, and if there is decreasing speed (difference factor is negative in this case) then its aggressive break. For turn I am playing with angle of latitude and longitude points, following is code for my logic:
#define kAggressiveSpeedIncrementFactor 8.0f // if 8 km/h speed was increased in last second
#define kAggressiveAngleIncrementFactor 30.0f // 30 degree turn angle
#define kAggressiveTurnIncrementFactor 5.0f . // while turn the increasing speed factor in last second
SOMotionDetector *motionDetector = [SOMotionDetector sharedInstance];
motionDetector.locationChangedBlock = ^(CLLocation *location) {
if (motionDetector.motionType == MotionTypeAutomotive) {
SOLocationManager *locationManager = [SOLocationManager sharedInstance];
float currSpeed = motionDetector.currentSpeed * 3.6f;
float lastSpeed = motionDetector.lastSpeed * 3.6f;
float currAngle = locationManager.currAngle;
float lastAngle = locationManager.lastAngle;
self.speedDiff = currSpeed-lastSpeed;
self.angleDiff = currAngle-lastAngle;
if (fabs(self.speedDiff)>kAggressiveSpeedIncrementFactor && fabs(self.angleDiff)<kAggressiveAngleIncrementFactor) {
NSString *msg = #"Aggressive Speed";
if (self.speedDiff < 0)
msg = #"Aggressive Break";
NSLog(#"%#", msg);
}
if (fabs(self.angleDiff)>kAggressiveAngleIncrementFactor && currSpeed>kAggressiveTurnIncrementFactor) {
NSLog(#"aggressive turn");
}
}
};
I have created currentSpeed and lastSpeed in SOMotionDetector class (for my speed difference) and currAngle and lastAngle in SOLocationManager. Please have a look at code,
Aggressive Speed some times work perfect
My question is:
Is this right approach what I am doing?
For detecting aggressive turn with the angle some times this happens that if
my vehicle is going 50 degrees angle (calculated with current and last lat, longs) on a strait road, some times the GPS detect location right or left side of road that give a big difference to the angle (like the path becomes a zig zag). any suggestion for this?
I use multiple AVAudioPlayerNode in AVAudioEngine to mix audio files for playback.
Once all the setup is done (engine prepared, started, audio file segments scheduled), I'm calling play() method on each player node to start playback.
Because it takes times to loop through all player nodes, I take a snapshot of the first nodes's lastRenderTime value and use it to compute a start time for the nodes play(at:) method, to keep playback in sync between nodes :
let delay = 0.0
let startSampleTime = time.sampleTime // time is the snapshot value
let sampleRate = player.outputFormat(forBus: 0).sampleRate
let startTime = AVAudioTime(
sampleTime: startSampleTime + AVAudioFramePosition(delay * sampleRate),
atRate: sampleRate)
player.play(at: startTime)
The problem is with the current playback time.
I use this computation to get the value, where seekTime is a value I keep track of in case we seek the player. It's 0.0 at start :
private var _currentTime: TimeInterval {
guard player.engine != nil,
let lastRenderTime = player.lastRenderTime,
lastRenderTime.isSampleTimeValid,
lastRenderTime.isHostTimeValid else {
return seekTime
}
let sampleRate = player.outputFormat(forBus: 0).sampleRate
let sampleTime = player.playerTime(forNodeTime: lastRenderTime)?.sampleTime ?? 0
if sampleTime > 0 && sampleRate != 0 {
return seekTime + (Double(sampleTime) / sampleRate)
}
return seekTime
}
While this produces a relatively correct value, I can hear a delay between the time I play, and the first sound I hear. Because the lastRenderTime immediately starts to advance once I call play(at:), and there must be some kind of processing/buffering time offset.
The noticeable delay is around 100ms, which is very big, and I need a precise current time value to do visual rendering in parallel.
It probably doesn't matter, but every audio file is AAC audio, and I schedule segments of them in player nodes, I don't use buffers directly.
Segments length may vary. I also call prepare(withFrameCount:) on each player node once I have scheduled audio data.
So my question is, is the delay I observe is a buffering issue ? (I mean should I schedule shorter segments for example), is there a way to compute precisely this value so I can adjust my current playback time computation ?
When I install a tap block on one AVAudioPlayerNode, the block is called with a buffer of length 4410, and the sample rate is 44100 Hz, this means 0.1s of audio data. Should I rely on this to compute the latency ?
I'm wondering if I can trust the length of the buffer I get in the tap block. Alternatively, I'm trying to compute the total latency for my audio graph. Can someone provide insights on how to determine this value precisely ?
From a post on Apple's developer forums by theanalogkid:
On the system, latency is measured by:
Audio Device I/O Buffer Frame Size + Output Safety Offset + Output Stream Latency + Output Device Latency
If you're trying to calculate total roundtrip latency you can add:
Input Latency + Input Safety Offset to the above.
The timestamp you see at the render proc. account for the buffer frame size and the safety offset but the stream and device latencies are not accounted for.
iOS gives you access to the most important of the above information via AVAudioSession and as mentioned you can also use the "preferred" session settings - setPreferredIOBufferDuration and preferredIOBufferDuration for further control.
/ The current hardware input latency in seconds. */
#property(readonly) NSTimeInterval inputLatency NS_AVAILABLE_IOS(6_0);
/ The current hardware output latency in seconds. */
#property(readonly) NSTimeInterval outputLatency NS_AVAILABLE_IOS(6_0);
/ The current hardware IO buffer duration in seconds. */
#property(readonly) NSTimeInterval IOBufferDuration NS_AVAILABLE_IOS(6_0);
Audio Units also have the kAudioUnitProperty_Latency property you can query.
I'm using AVPlayer to play a live streaming. This stream supports one hour catch-up which means user can seek to one hour ago and play. But I have one question how do I know the accurate position that the player is playing. I need to display current position on the player view. For example,if user is playing half an hour ago then display -30:00; if user is playing the latest content, the player will show 00:00 or live. Thanks
Swift solution :
override func getLiveDuration() -> Float {
var result : Float = 0.0;
if let items = player.currentItem?.seekableTimeRanges {
if(!items.isEmpty) {
let range = items[items.count - 1]
let timeRange = range.timeRangeValue
let startSeconds = CMTimeGetSeconds(timeRange.start)
let durationSeconds = CMTimeGetSeconds(timeRange.duration)
result = Float(startSeconds + durationSeconds)
}
}
return result;
}
To get a live position poison and seek to it you can by using seekableTimeRanges of AVPlayerItem:
CMTimeRange seekableRange = [player.currentItem.seekableTimeRanges.lastObject CMTimeRangeValue];
CGFloat seekableStart = CMTimeGetSeconds(seekableRange.start);
CGFloat seekableDuration = CMTimeGetSeconds(seekableRange.duration);
CGFloat livePosition = seekableStart + seekableDuration;
[player seekToTime:CMTimeMake(livePosition, 1)];
Also when you seek some time back, you can get current playing position by calling currentTime method
CGFloat current = CMTimeGetSeconds([self.player.currentItem currentTime]);
CGFloat diff = livePosition - current;
I know this question is old, but I had the same requirement and I believe the solutions aren't addressing properly the intent of the question.
What I did for this same requirement was to gather the current point in time, the starting time, and the length of the total duration of the stream.
I'll explain something before going further, the current point in time could surpass the (starting time + total duration) this is due to the way hls is structured as ts segments. Ts segments are small chucks of playable video, you could have on your seekable range 5 ts segments of 10 seconds each. This doesn't mean that 50 secs is the full length of the live stream, there is around a full segment more (so 60 seconds of playtime total) but it isn't categorized as seekable since you shouldn't seek to that segment. If you were to do this you'll notice in most instances rebuffering (cause the source may be still creating the next ts segment when you already reached the end of playback).
What I did was checking if the current stream time is further than the seekable rage, if so this would mean were are live on stream. If it isn't you could easily calculate how far behind you are from live if you subtract the current time, starting time, and total duration.
let timeRange:CMTimeRange = player.currentItem?.seekableTimeRanges.last
let start = timeRange.start.seconds
let totalDuration = timeRange.duration.seconds
let currentTime = player.currentTime().seconds
let secondsBehindLive = currentTime - totalDuration - start
The code above will give you a negative number with the number of seconds behind "live" or more specifically the start of the lastest ts segment. Or a positive number or zero when it's playing the latest ts segment.
Tbh I don't really know when does the seekableTimeRanges will have more than 1 value, it has always been just one for the streams I have tested with, but if you find in your streams more than 1 value you may have to figure if you want to add all the ranges duration, which time range to use as the start value, etc. At least for my use case, this was enough.
I'm doing some glsl fractals, and I'd like to make the calculations bail if they're taking too long to keep the frame rate up (without having to figure out what's good for each existing device and any future ones).
It would be nice if there were a timer I could check every 10 iterations or something....
Failing that, it seems the best approach might be to track how long it took to render the previous frame (or previous N frames) and change the "iterate to" number dynamically as a uniform...?
Or some other suggestion? :)
As it appears there's no good way to do this in the GPU, one can do a simple approach to "tune" the "bail after this number of iterations" threshold outside the loop, once per frame.
CFTimeInterval previousTimestamp = CFAbsoluteTimeGetCurrent();
// gl calls here
CFTimeInterval frameDuration = CFAbsoluteTimeGetCurrent() - previousTimestamp;
float msecs = frameDuration * 1000.0;
if (msecs < 0.2) {
_dwell = MIN(_dwell + 16., 256.);
} else if (msecs > 0.4) {
_dwell = MAX(_dwell - 4., 32.);
}
So my "dwell" is kept between 32 and 256, and more optimistically raised than decreased, and is pushed as a uniform in the "gl calls here" section.