A high performance Swift library for GPU-accelerated image/video processing based on Metal.
This library is highly inspired by GPUImage.
Test libraries are BBMetalImage (0.1.1) and GPUImage (0.1.7). Test device is iPhone 7 with iOS 12.1. The code can be found in CompareImageLib project and the test result data can be found in CompareImageLib.numbers.
- BBMetalImage has low memory usage for processing image.
- BBMetalImage has low CPU usage and high speed for camera capturing, processing and rendering.
- More than 60 built-in filters
- Filter chain supported
- Customized filter
- High performance
- iOS 10.0+
- Swift 4.2
Install with CocoaPods:
- Add
pod 'BBMetalImage'
to your Podfile. - Run
pod install
orpod update
. - Add
import BBMetalImage
to the Swift source file.
Call filteredImage(with:)
method of a filter is the simplest way to get filtered image synchronously.
let filteredImage = BBMetalContrastFilter(contrast: 3).filteredImage(with: image)
The code below:
- Captures image and audio with a camera
- The image captured by the camera is processed by 3 filters
- The processed image is rendered to the metal view
- The processed image and audio are written to a video file
- Do something after writing the video file
// Hold camera and video writer
var camera: BBMetalCamera!
var videoWriter: BBMetalVideoWriter!
func setup() {
// Set up camera to capture image
camera = BBMetalCamera(sessionPreset: .hd1920x1080)!
// Set up 3 filters to process image
let contrastFilter = BBMetalContrastFilter(contrast: 3)
let lookupFilter = BBMetalLookupFilter(lookupTable: UIImage(named: "test_lookup")!.bb_metalTexture!)
let sharpenFilter = BBMetalSharpenFilter(sharpeness: 1)
// Set up metal view to display image
let metalView = BBMetalView(frame: frame)
view.addSubview(metalView)
// Set up video writer
let filePath = NSTemporaryDirectory() + "test.mp4"
let url = URL(fileURLWithPath: filePath)
videoWriter = BBMetalVideoWriter(url: url, frameSize: BBMetalIntSize(width: 1080, height: 1920))
// Set camera audio consumer to record audio
camera.audioConsumer = videoWriter
// Set up filter chain
camera.add(consumer: contrastFilter)
.add(consumer: lookupFilter)
.add(consumer: sharpenFilter)
.add(consumer: metalView)
sharpenFilter.add(consumer: videoWriter)
// Start capturing
camera.start()
// Start writing video file
videoWriter.start()
}
func finishRecording() {
videoWriter.finish {
// Do something after recording the video file
}
}
// Hold video source and writer
var videoSource: BBMetalVideoSource!
var videoWriter: BBMetalVideoWriter!
func setup() {
// Set up video writer
let filePath = NSTemporaryDirectory() + "test.mp4"
let outputUrl = URL(fileURLWithPath: filePath)
videoWriter = BBMetalVideoWriter(url: outputUrl, frameSize: BBMetalIntSize(width: 1080, height: 1920))
// Set up video source
let sourceURL = Bundle.main.url(forResource: "test_video_2", withExtension: "mov")!
videoSource = BBMetalVideoSource(url: sourceURL)
// Set video source audio consumer to write audio data
videoSource.audioConsumer = videoWriter
// Set up 3 filters to process image
let contrastFilter = BBMetalContrastFilter(contrast: 3)
let lookupFilter = BBMetalLookupFilter(lookupTable: UIImage(named: "test_lookup")!.bb_metalTexture!)
let sharpenFilter = BBMetalSharpenFilter(sharpeness: 1)
// Set up filter chain
videoSource.add(consumer: contrastFilter)
.add(consumer: lookupFilter)
.add(consumer: sharpenFilter)
.add(consumer: videoWriter)
// Start receiving Metal texture and writing video file
videoWriter.start()
// Start reading and processing video frame and auido data
videoSource.start { [weak self] (_) in
// All video data is processed
guard let self = self else { return }
// Finish writing video file
self.videoWriter.finish {
// Do something after writing the video file
}
}
}
// Set up image source
let imageSource = BBMetalStaticImageSource(image: image)
// Setup 3 filters to process image
let contrastFilter = BBMetalContrastFilter(contrast: 3)
let lookupFilter = BBMetalLookupFilter(lookupTable: UIImage(named: "test_lookup")!.bb_metalTexture!)
let sharpenFilter = BBMetalSharpenFilter(sharpeness: 1)
// Set up filter chain
// Make last filter run synchronously
imageSource.add(consumer: contrastFilter)
.add(consumer: lookupFilter)
.add(consumer: sharpenFilter)
.runSynchronously = true
// Start processing
imageSource.transmitTexture()
// Get filtered image
let filteredImage = sharpenFilter.outputTexture?.bb_image
// Hold image source
var imageSource: BBMetalStaticImageSource!
func process() {
// Set up image source
imageSource = BBMetalStaticImageSource(image: image)
// Setup 3 filters to process image
let contrastFilter = BBMetalContrastFilter(contrast: 3)
let lookupFilter = BBMetalLookupFilter(lookupTable: UIImage(named: "test_lookup")!.bb_metalTexture!)
let sharpenFilter = BBMetalSharpenFilter(sharpeness: 1)
// Set up filter chain
// Add complete handler to last filter
weak var wLastFilter = sharpenFilter
imageSource.add(consumer: contrastFilter)
.add(consumer: lookupFilter)
.add(consumer: sharpenFilter)
.addCompletedHandler { [weak self] _ in
if let filteredImage = wLastFilter?.outputTexture?.bb_image {
DispatchQueue.main.async {
guard let self = self else { return }
// Display filtered image
}
}
}
// Start processing
imageSource.transmitTexture()
}
-
Brightness
-
Exposure
-
Contrast
-
Saturation
-
Gamma
-
Levels
-
Color Matrix
-
RGBA
-
Hue
-
Vibrance
-
White Balance
-
Highlight Shadow
-
Highlight Shadow Tint
-
Lookup
-
Color Inversion
-
Monochrome
-
False Color
-
Haze
-
Luminance
-
Luminance Threshold
-
Chroma Key
-
Crop
-
Resize
-
Rotate
-
Flip
-
Sharpen
-
Unsharp Mask
-
Gaussian Blur
-
Box Blur
-
Zoom Blur
-
Motion Blur
-
Tilt Shift
-
Blend Modes
- Normal
- Chroma Key
- Dissolve
- Add
- Subtract
- Multiply
- Divide
- Overlay
- Darken
- Lighten
- Color
- Color Burn
- Color Dodge
- Screen
- Exclusion
- Difference
- Hard Light
- Soft Light
- Alpha
- Source Over
- Hue
- Saturation
- Luminosity
- Linear Burn
- Mask
-
Pixellate
-
Polar Pixellate
-
Polka Dot
-
Halftone
-
Crosshatch
-
Sketch
-
Threshold Sketch
-
Toon
-
Posterize
-
Swirl
BBMetalImage is released under the MIT license. See LICENSE for details.