target_type,// final int target_type, // = 0; // 0 - unknown, 1 - known, 2 - friend, 3 - foe
target_type,// final int target_type, // = 0; // 0 - unknown, 1 - known, 2 - friend, 3 - foe
replaced_targets,// final float [][] fpixels,
replaced_targets,// final float [][] fpixels,
targets60hz,// final double [][][] targets60hz,
targets60hz,// final double [][][] targets60hz,
mismatch_ba,// final double [][][] mismatch_ba, if not null (in debug mode) print data in the image. this is [keyframes]
frame0,// final int frame0,
frame0,// final int frame0,
corr_inc,// final int frame_step,
corr_inc,// final int frame_step,
cuasMotion.gpu_max_width,// final int width,
cuasMotion.gpu_max_width,// final int width,
...
@@ -3962,12 +4256,15 @@ public class CuasMotion {
...
@@ -3962,12 +4256,15 @@ public class CuasMotion {
publicstaticdouble[][][]filterIsolatedTargets(
publicstaticdouble[][][]filterIsolatedTargets(
finaldouble[][][]all_tiles,
finaldouble[][][]all_tiles,
finaldouble[][][][]ba_xy,
finaldoublemax_mismatch,// if <=0, do not calculate mismatch_ba and filter
finalbooleanignore_mismatch,
finaldouble[][][]mismatch_ba,// if not null, will provide mismatches (before, after) and still keep them. Then output debug data in the final image with targets