OpenCV  3.4.2
Open Source Computer Vision
Getting Started with Videos

Goal

Capture video from camera

Often, we have to capture live stream with a camera. In OpenCV.js, we use WebRTC and HTML canvas element to implement this. Let's capture a video from the camera(built-in or a usb), convert it into grayscale video and display it.

To capture a video, you need to add some HTML elements to the web page:

First, we use WebRTC navigator.mediaDevices.getUserMedia to get the media stream.

let video = document.getElementById("videoInput"); // video is the id of video tag
navigator.mediaDevices.getUserMedia({ video: true, audio: false })
.then(function(stream) {
video.srcObject = stream;
video.play();
})
.catch(function(err) {
console.log("An error occurred! " + err);
});
Note
This function is unnecessary when you capture video from a video file. But notice that HTML video element only supports video formats of Ogg(Theora), WebM(VP8/VP9) or MP4(H.264).

Playing video

Now, the browser gets the camera stream. Then, we use CanvasRenderingContext2D.drawImage() method of the Canvas 2D API to draw video onto the canvas. Finally, we can use the method in Getting Started with Images to read and display image in canvas. For playing video, cv.imshow() should be executed every delay milliseconds. We recommend setTimeout() method. And if the video is 30fps, the delay milliseconds should be (1000/30 - processing_time).

let canvasFrame = document.getElementById("canvasFrame"); // canvasFrame is the id of <canvas>
let context = canvasFrame.getContext("2d");
let src = new cv.Mat(height, width, cv.CV_8UC4);
let dst = new cv.Mat(height, width, cv.CV_8UC1);
const FPS = 30;
function processVideo() {
let begin = Date.now();
context.drawImage(video, 0, 0, width, height);
src.data.set(context.getImageData(0, 0, width, height).data);
cv.cvtColor(src, dst, cv.COLOR_RGBA2GRAY);
cv.imshow("canvasOutput", dst); // canvasOutput is the id of another <canvas>;
// schedule next one.
let delay = 1000/FPS - (Date.now() - begin);
setTimeout(processVideo, delay);
}
// schedule first one.
setTimeout(processVideo, 0);

OpenCV.js implements cv.VideoCapture (videoSource) using the above method. You need not to add the hidden canvas element manually.

Parameters
videoSourcethe video id or element.
Returns
cv.VideoCapture instance

We use read (image) to get one frame of the video. For performance reasons, the image should be constructed with cv.CV_8UC4 type and same size as the video.

Parameters
imageimage with cv.CV_8UC4 type and same size as the video.

The above code of playing video could be simplified as below.

let src = new cv.Mat(height, width, cv.CV_8UC4);
let dst = new cv.Mat(height, width, cv.CV_8UC1);
let cap = new cv.VideoCapture(videoSource);
const FPS = 30;
function processVideo() {
let begin = Date.now();
cap.read(src);
cv.cvtColor(src, dst, cv.COLOR_RGBA2GRAY);
cv.imshow("canvasOutput", dst);
// schedule next one.
let delay = 1000/FPS - (Date.now() - begin);
setTimeout(processVideo, delay);
}
// schedule first one.
setTimeout(processVideo, 0);
Note
Remember to delete src and dst after when stop.

Try it