swiftscenekitaugmented-realityarkitdepth-buffer

How to Extract SceneKit Depth Buffer at runtime in AR scene?


How does one extract the SceneKit depth buffer? I make an AR based app that is running Metal and I'm really struggling to find any info on how to extract a 2D depth buffer so I can render out fancy 3D photos of my scenes. Any help greatly appreciated.


Solution

  • Your question is unclear but I'll try to answer.

    Depth pass from VR view

    If you need to render a Depth pass from SceneKit's 3D environment then you should use, for instance, a SCNGeometrySource.Semantic structure. There are vertex, normal, texcoord, color and tangent type properties. Let's see what a vertex type property is:

    static let vertex: SCNGeometrySource.Semantic
    

    This semantic identifies data containing the positions of each vertex in the geometry. For a custom shader program, you use this semantic to bind SceneKit’s vertex position data to an input attribute of the shader. Vertex position data is typically an array of three- or four-component vectors.

    Here's a code's excerpt from iOS Depth Sample project.

    UPDATED: Using this code you can get a position for every point in SCNScene and assign a color for these points (this is what a zDepth channel really is):

    import SceneKit
    
    struct PointCloudVertex {
        var x: Float, y: Float, z: Float
        var r: Float, g: Float, b: Float
    }
    
    @objc class PointCloud: NSObject {
        
        var pointCloud : [SCNVector3] = []
        var colors: [UInt8] = []
        
        public func pointCloudNode() -> SCNNode {
            let points = self.pointCloud
            var vertices = Array(repeating: PointCloudVertex(x: 0,
                                                             y: 0,
                                                             z: 0,
                                                             r: 0,
                                                             g: 0,
                                                             b: 0), 
                                                         count: points.count)
            
            for i in 0...(points.count-1) {
                let p = points[i]
                vertices[i].x = Float(p.x)
                vertices[i].y = Float(p.y)
                vertices[i].z = Float(p.z)
                vertices[i].r = Float(colors[i * 4]) / 255.0
                vertices[i].g = Float(colors[i * 4 + 1]) / 255.0
                vertices[i].b = Float(colors[i * 4 + 2]) / 255.0
            }
            
            let node = buildNode(points: vertices)
            return node
        }
        
        private func buildNode(points: [PointCloudVertex]) -> SCNNode {
            let vertexData = NSData(
                bytes: points,
                length: MemoryLayout<PointCloudVertex>.size * points.count
            )
            let positionSource = SCNGeometrySource(
                data: vertexData as Data,
                semantic: SCNGeometrySource.Semantic.vertex,
                vectorCount: points.count,
                usesFloatComponents: true,
                componentsPerVector: 3,
                bytesPerComponent: MemoryLayout<Float>.size,
                dataOffset: 0,
                dataStride: MemoryLayout<PointCloudVertex>.size
            )
            let colorSource = SCNGeometrySource(
                data: vertexData as Data,
                semantic: SCNGeometrySource.Semantic.color,
                vectorCount: points.count,
                usesFloatComponents: true,
                componentsPerVector: 3,
                bytesPerComponent: MemoryLayout<Float>.size,
                dataOffset: MemoryLayout<Float>.size * 3,
                dataStride: MemoryLayout<PointCloudVertex>.size
            )
            let element = SCNGeometryElement(
                data: nil,
                primitiveType: .point,
                primitiveCount: points.count,
                bytesPerIndex: MemoryLayout<Int>.size
            )
    
            element.pointSize = 1
            element.minimumPointScreenSpaceRadius = 1
            element.maximumPointScreenSpaceRadius = 5
    
            let pointsGeometry = SCNGeometry(sources: [positionSource, colorSource], elements: [element])
            
            return SCNNode(geometry: pointsGeometry)
        }
    }
    

    Depth pass from AR view

    If you need to render a Depth pass from ARSCNView it is possible only in case you're using ARFaceTrackingConfiguration for the front-facing camera. If so, then you can employ capturedDepthData instance property that brings you a depth map, captured along with the video frame.

    var capturedDepthData: AVDepthData? { get }
    

    But this depth map image is only 15 fps and of lower resolution than corresponding RGB image at 60 fps.

    Face-based AR uses the front-facing, depth-sensing camera on compatible devices. When running such a configuration, frames vended by the session contain a depth map captured by the depth camera in addition to the color pixel buffer (see capturedImage) captured by the color camera. This property’s value is always nil when running other AR configurations.

    And a real code could be like this:

    extension ViewController: ARSCNViewDelegate {
        
        func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
            
            DispatchQueue.global().async {
    
                guard let frame = self.sceneView.session.currentFrame else {
                    return
                }
                if let depthImage = frame.capturedDepthData {
                    self.depthImage = (depthImage as! CVImageBuffer)
                }
            }
        }
    }
    

    Depth pass from Video view

    Also, you can extract a true Depth pass using 2 back-facing cameras and AVFoundation framework.

    Look at Image Depth Map tutorial where Disparity concept will be introduced to you.