Core Video

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Process digital video using a pipeline-based API and support for both Metal and OpenGL using Core Video.

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Core Image for depth maps & segmentation masks: numeric fidelity issues when rendering CIImage to CVPixelBuffer (looking for Architecture suggestions)
Hello All, I’m working on a computer-vision–heavy iOS application that uses the camera, LiDAR depth maps, and semantic segmentation to reason about the environment (object identification, localization and measurement - not just visualization). Current architecture I initially built the image pipeline around CIImage as a unifying abstraction. It seemed like a good idea because: CIImage integrates cleanly with Vision, ARKit, AVFoundation, Metal, Core Graphics, etc. It provides a rich set of out-of-the-box transforms and filters. It is immutable and thread-safe, which significantly simplified concurrency in a multi-queue pipeline. The LiDAR depth maps, semantic segmentation masks, etc. were treated as CIImages, with conversion to CVPixelBuffer or MTLTexture only at the edges when required. Problem I’ve run into cases where Core Image transformations do not preserve numeric fidelity for non-visual data. Example: Rendering a CIImage-backed segmentation mask into a larger CVPixelBuffer can cause label values to change in predictable but incorrect ways. This occurs even when: using nearest-neighbor sampling disabling color management (workingColorSpace / outputColorSpace = NSNull) applying identity or simple affine transforms I’ve confirmed via controlled tests that: Metal → CVPixelBuffer paths preserve values correctly CIImage → CVPixelBuffer paths can introduce value changes when resampling or expanding the render target This makes CIImage unsafe as a source of numeric truth for segmentation masks and depth-based logic, even though it works well for visualization, and I should have realized this much sooner. Direction I’m considering I’m now considering refactoring toward more intent-based abstractions instead of a single image type, for example: Visual images: CIImage (camera frames, overlays, debugging, UI) Scalar fields: depth / confidence maps backed by CVPixelBuffer + Metal Label maps: segmentation masks backed by integer-preserving buffers (no interpolation, no transforms) In this model, CIImage would still be used extensively — but primarily for visualization and perceptual processing, not as the container for numerically sensitive data. Thread safety concern One of the original advantages of CIImage was that it is thread-safe by design, and that was my biggest incentive. For CVPixelBuffer / MTLTexture–backed data, I’m considering enforcing thread safety explicitly via: Swift Concurrency (actor-owned data, explicit ownership) Questions For those may have experience with CV / AR / imaging-heavy iOS apps, I was hoping to know the following: Is this separation of image intent (visual vs numeric vs categorical) a reasonable architectural direction? Do you generally keep CIImage at the heart of your pipeline, or push it to the edges (visualization only)? How do you manage thread safety and ownership when working heavily with CVPixelBuffer and Metal? Using actor-based abstractions, GCD, or adhoc? Are there any best practices or gotchas around using Core Image with depth maps or segmentation masks that I should be aware of? I’d really appreciate any guidance or experience-based advice. I suspect I’ve hit a boundary of Core Image’s design, and I’m trying to refactor in a way that doesn't involve too much immediate tech debt, remains robust and maintainable long-term. Thank you in advance!
2
0
366
Feb ’26
Video in "Made for iPad" apps on macOS
I'm relatively new to Swift development (and native iOS development for that matter) I've got an iOS app that uses the iPhone / iPad built in cameras, and am looking to make this more compatible with macOS. Using the normal AVCaptureDevice.DiscoverySession I seem to get the iPhone Continuity Camera and the in-built MacBook Pro camera but I don't see other input devices that I see in QuickTime Player (for example) such as connected external cameras or Virtual Inputs provided by NDI Virtual Input and OBS. Is there a way to see access these without a specific Mac build (as the rest of the functionality works great, and I'd rather not diverge the codebase too much as it's easier to update one app than two!
0
0
199
Feb ’26
CVPixelBufferCreate EXC_BAD_ACCESS
I am doing something similar to this post Within an AVCaptureDataOutputSynchronizerDelegate method, I create a pixelBuffer using CVPixelBufferCreate with the following attributes: kCVPixelBufferIOSurfacePropertiesKey as String: true, kCVPixelBufferIOSurfaceOpenGLESTextureCompatibilityKey as String: true When I copy the data from the vImagePixelBuffer "rotatedImageBuffer", I get the following error: Thread 10: EXC_BAD_ACCESS (code=1, address=0x14caa8000) I get the same error with memcpy and data.copyBytes (not running them at the same time obviously). If I use CVPixelBufferCreateWithBytes, I do not get this error. However, CVPixelBufferCreateWithBytes does not let you include attributes (see linked post above). I am using vImage because I need the original CVPixelBuffer from the camera output and a rotated version with a different color scheme. // Copy to pixel buffer let attributes: NSDictionary = [ true : kCVPixelBufferIOSurfacePropertiesKey, true : kCVPixelBufferIOSurfaceOpenGLESTextureCompatibilityKey, ] var colorBuffer: CVPixelBuffer? let status = CVPixelBufferCreate(kCFAllocatorDefault, Int(rotatedImageBuffer.width), Int(rotatedImageBuffer.height), kCVPixelFormatType_32BGRA, attributes, &colorBuffer) //let status = CVPixelBufferCreateWithBytes(kCFAllocatorDefault, Int(rotatedImageBuffer.width), Int(rotatedImageBuffer.height), kCVPixelFormatType_32BGRA, rotatedImageBuffer.data, rotatedImageBuffer.rowBytes, nil, nil, attributes as CFDictionary, &colorBuffer) // does NOT produce error, but also does not have attributes guard status == kCVReturnSuccess, let colorBuffer = colorBuffer else { print("Failed to create buffer") return } let lockFlags = CVPixelBufferLockFlags(rawValue: 0) guard kCVReturnSuccess == CVPixelBufferLockBaseAddress(colorBuffer, lockFlags) else { print("Failed to lock base address") return } let colorBufferMemory = CVPixelBufferGetBaseAddress(colorBuffer)! let data = Data(bytes: rotatedImageBuffer.data, count: rotatedImageBuffer.rowBytes * Int(rotatedImageBuffer.height)) data.copyBytes(to: colorBufferMemory.assumingMemoryBound(to: UInt8.self), count: data.count) // Fails here //memcpy(colorBufferMemory, rotatedImageBuffer.data, rotatedImageBuffer.rowBytes * Int(rotatedImageBuffer.height)) // Also produces the same error CVPixelBufferUnlockBaseAddress(colorBuffer, lockFlags)
1
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318
Apr ’25
Image brightness adapts despite exposure lock
Short summary When setting exposureMode to .locked or .custom the brightness of a video stream still changes depending on the composition and contrast of the visible scene. These changes seem to come from contrast enhancements or dynamic range optimizations and totally break any analysis of the image that requires to assess absolute luminance. While exposure lock seems to indeed lock the physical exposure parameters of the camera (shutter speed and ISO), I cannot find any way to control these "soft" modifiers. Details Background I am the developer of the app "phyphox", an educational app that makes the phone's sensors accessible to students as measurement tools in science experiments. Currently I am working on implementing photometric measurements through the camera and one very important aspect of it is luminance measurements. This is particularly relevant since the light sensor of the phone has no publicly accessible API and the camera could to some extend make experiments available to Apple users that are otherwise only possible on Android devices. Implementation The app uses AVFoundation and explicitly picks individual cameras since camera groups do not support custom exposure settings. This means that it handles camera switching during zoom by itself and even implements its own auto exposure routines to optimize for the use in experiments. Therefore it always stays in custom exposure mode. The app uses YUV420 color space and the individual frames are analyzed in Metal using compute shaders. However, the effects discussed here still occur if I remove all code to control the camera and replace it with a simple sequence of setting the exposure mode to custom, setting custom exposure values, setting a fixed white balance and then setting the exposure mode to locked as suggested on stackoverflow. This neither helps on an iPhone 14 Pro nor on an iPhone 8 despite a report on the developer forums that it would resolve the issue for older devices. The app is open source, so the code can be seen in our current development branch (without the changes for the tests here, though) on github. The videos below use the implementation with the suggestion from stackoverflow, but they can be reproduced in the same way with "professional" camera apps that promise manual control over the camera (like the Blackmagic cam to quote a reputable company) as well as the stock camera app after pressing and holding on the preview to enable AE/AF lock. Demonstration These examples were captured on an iPhone 14 Pro. The central part of the image (highlighted by the app using metal shaders after capture) should not change with fixed exposure settings, but significant changes are noticable if there are changes at the edge of the frame when I move a black piece of cardboard in from above: https://share.icloud.com/photos/0b1f_3IB6yAQG-qSH27pm6oDQ The graph above the camera preview is the average luminance (gamma corrected and weighted based on sRGB) across the highlighted central area and as mentioned before it should not change because of something happening at the side of the frame (worst case it should get a bit darker because of the cardboard's shadow). In my opinion, the iPhone changes its mind on the ideal contrast as soon as it has a different exposure histogram because of the dark image part from the cardboard, but that's just me guessing. For completeness here is the same effect in the stock camera app with AE/AF lock enabled: https://share.icloud.com/photos/0cd7QM8ucBZKwPwE9mybnEowg Here you can also see that the iPhone "ramps" the changes. The brightness of the gray area does not change immediately but transitions smoothly, so this is clearly deliberate postprocessing. So... Any suggestion on how to prevent this behavior would be highly appreciated.
1
0
180
Apr ’25
Coverting CVPixelBuffer 2VUY to a Metal Texture
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image. I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off. I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors. On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues. My code for the conversion is also attached. If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it. Many Thanks Conversion_Logs.txt ConversionCode.swift
3
0
285
Apr ’25
Core Image for depth maps & segmentation masks: numeric fidelity issues when rendering CIImage to CVPixelBuffer (looking for Architecture suggestions)
Hello All, I’m working on a computer-vision–heavy iOS application that uses the camera, LiDAR depth maps, and semantic segmentation to reason about the environment (object identification, localization and measurement - not just visualization). Current architecture I initially built the image pipeline around CIImage as a unifying abstraction. It seemed like a good idea because: CIImage integrates cleanly with Vision, ARKit, AVFoundation, Metal, Core Graphics, etc. It provides a rich set of out-of-the-box transforms and filters. It is immutable and thread-safe, which significantly simplified concurrency in a multi-queue pipeline. The LiDAR depth maps, semantic segmentation masks, etc. were treated as CIImages, with conversion to CVPixelBuffer or MTLTexture only at the edges when required. Problem I’ve run into cases where Core Image transformations do not preserve numeric fidelity for non-visual data. Example: Rendering a CIImage-backed segmentation mask into a larger CVPixelBuffer can cause label values to change in predictable but incorrect ways. This occurs even when: using nearest-neighbor sampling disabling color management (workingColorSpace / outputColorSpace = NSNull) applying identity or simple affine transforms I’ve confirmed via controlled tests that: Metal → CVPixelBuffer paths preserve values correctly CIImage → CVPixelBuffer paths can introduce value changes when resampling or expanding the render target This makes CIImage unsafe as a source of numeric truth for segmentation masks and depth-based logic, even though it works well for visualization, and I should have realized this much sooner. Direction I’m considering I’m now considering refactoring toward more intent-based abstractions instead of a single image type, for example: Visual images: CIImage (camera frames, overlays, debugging, UI) Scalar fields: depth / confidence maps backed by CVPixelBuffer + Metal Label maps: segmentation masks backed by integer-preserving buffers (no interpolation, no transforms) In this model, CIImage would still be used extensively — but primarily for visualization and perceptual processing, not as the container for numerically sensitive data. Thread safety concern One of the original advantages of CIImage was that it is thread-safe by design, and that was my biggest incentive. For CVPixelBuffer / MTLTexture–backed data, I’m considering enforcing thread safety explicitly via: Swift Concurrency (actor-owned data, explicit ownership) Questions For those may have experience with CV / AR / imaging-heavy iOS apps, I was hoping to know the following: Is this separation of image intent (visual vs numeric vs categorical) a reasonable architectural direction? Do you generally keep CIImage at the heart of your pipeline, or push it to the edges (visualization only)? How do you manage thread safety and ownership when working heavily with CVPixelBuffer and Metal? Using actor-based abstractions, GCD, or adhoc? Are there any best practices or gotchas around using Core Image with depth maps or segmentation masks that I should be aware of? I’d really appreciate any guidance or experience-based advice. I suspect I’ve hit a boundary of Core Image’s design, and I’m trying to refactor in a way that doesn't involve too much immediate tech debt, remains robust and maintainable long-term. Thank you in advance!
Replies
2
Boosts
0
Views
366
Activity
Feb ’26
Video in "Made for iPad" apps on macOS
I'm relatively new to Swift development (and native iOS development for that matter) I've got an iOS app that uses the iPhone / iPad built in cameras, and am looking to make this more compatible with macOS. Using the normal AVCaptureDevice.DiscoverySession I seem to get the iPhone Continuity Camera and the in-built MacBook Pro camera but I don't see other input devices that I see in QuickTime Player (for example) such as connected external cameras or Virtual Inputs provided by NDI Virtual Input and OBS. Is there a way to see access these without a specific Mac build (as the rest of the functionality works great, and I'd rather not diverge the codebase too much as it's easier to update one app than two!
Replies
0
Boosts
0
Views
199
Activity
Feb ’26
CVPixelBufferCreate EXC_BAD_ACCESS
I am doing something similar to this post Within an AVCaptureDataOutputSynchronizerDelegate method, I create a pixelBuffer using CVPixelBufferCreate with the following attributes: kCVPixelBufferIOSurfacePropertiesKey as String: true, kCVPixelBufferIOSurfaceOpenGLESTextureCompatibilityKey as String: true When I copy the data from the vImagePixelBuffer "rotatedImageBuffer", I get the following error: Thread 10: EXC_BAD_ACCESS (code=1, address=0x14caa8000) I get the same error with memcpy and data.copyBytes (not running them at the same time obviously). If I use CVPixelBufferCreateWithBytes, I do not get this error. However, CVPixelBufferCreateWithBytes does not let you include attributes (see linked post above). I am using vImage because I need the original CVPixelBuffer from the camera output and a rotated version with a different color scheme. // Copy to pixel buffer let attributes: NSDictionary = [ true : kCVPixelBufferIOSurfacePropertiesKey, true : kCVPixelBufferIOSurfaceOpenGLESTextureCompatibilityKey, ] var colorBuffer: CVPixelBuffer? let status = CVPixelBufferCreate(kCFAllocatorDefault, Int(rotatedImageBuffer.width), Int(rotatedImageBuffer.height), kCVPixelFormatType_32BGRA, attributes, &colorBuffer) //let status = CVPixelBufferCreateWithBytes(kCFAllocatorDefault, Int(rotatedImageBuffer.width), Int(rotatedImageBuffer.height), kCVPixelFormatType_32BGRA, rotatedImageBuffer.data, rotatedImageBuffer.rowBytes, nil, nil, attributes as CFDictionary, &colorBuffer) // does NOT produce error, but also does not have attributes guard status == kCVReturnSuccess, let colorBuffer = colorBuffer else { print("Failed to create buffer") return } let lockFlags = CVPixelBufferLockFlags(rawValue: 0) guard kCVReturnSuccess == CVPixelBufferLockBaseAddress(colorBuffer, lockFlags) else { print("Failed to lock base address") return } let colorBufferMemory = CVPixelBufferGetBaseAddress(colorBuffer)! let data = Data(bytes: rotatedImageBuffer.data, count: rotatedImageBuffer.rowBytes * Int(rotatedImageBuffer.height)) data.copyBytes(to: colorBufferMemory.assumingMemoryBound(to: UInt8.self), count: data.count) // Fails here //memcpy(colorBufferMemory, rotatedImageBuffer.data, rotatedImageBuffer.rowBytes * Int(rotatedImageBuffer.height)) // Also produces the same error CVPixelBufferUnlockBaseAddress(colorBuffer, lockFlags)
Replies
1
Boosts
0
Views
318
Activity
Apr ’25
Image brightness adapts despite exposure lock
Short summary When setting exposureMode to .locked or .custom the brightness of a video stream still changes depending on the composition and contrast of the visible scene. These changes seem to come from contrast enhancements or dynamic range optimizations and totally break any analysis of the image that requires to assess absolute luminance. While exposure lock seems to indeed lock the physical exposure parameters of the camera (shutter speed and ISO), I cannot find any way to control these "soft" modifiers. Details Background I am the developer of the app "phyphox", an educational app that makes the phone's sensors accessible to students as measurement tools in science experiments. Currently I am working on implementing photometric measurements through the camera and one very important aspect of it is luminance measurements. This is particularly relevant since the light sensor of the phone has no publicly accessible API and the camera could to some extend make experiments available to Apple users that are otherwise only possible on Android devices. Implementation The app uses AVFoundation and explicitly picks individual cameras since camera groups do not support custom exposure settings. This means that it handles camera switching during zoom by itself and even implements its own auto exposure routines to optimize for the use in experiments. Therefore it always stays in custom exposure mode. The app uses YUV420 color space and the individual frames are analyzed in Metal using compute shaders. However, the effects discussed here still occur if I remove all code to control the camera and replace it with a simple sequence of setting the exposure mode to custom, setting custom exposure values, setting a fixed white balance and then setting the exposure mode to locked as suggested on stackoverflow. This neither helps on an iPhone 14 Pro nor on an iPhone 8 despite a report on the developer forums that it would resolve the issue for older devices. The app is open source, so the code can be seen in our current development branch (without the changes for the tests here, though) on github. The videos below use the implementation with the suggestion from stackoverflow, but they can be reproduced in the same way with "professional" camera apps that promise manual control over the camera (like the Blackmagic cam to quote a reputable company) as well as the stock camera app after pressing and holding on the preview to enable AE/AF lock. Demonstration These examples were captured on an iPhone 14 Pro. The central part of the image (highlighted by the app using metal shaders after capture) should not change with fixed exposure settings, but significant changes are noticable if there are changes at the edge of the frame when I move a black piece of cardboard in from above: https://share.icloud.com/photos/0b1f_3IB6yAQG-qSH27pm6oDQ The graph above the camera preview is the average luminance (gamma corrected and weighted based on sRGB) across the highlighted central area and as mentioned before it should not change because of something happening at the side of the frame (worst case it should get a bit darker because of the cardboard's shadow). In my opinion, the iPhone changes its mind on the ideal contrast as soon as it has a different exposure histogram because of the dark image part from the cardboard, but that's just me guessing. For completeness here is the same effect in the stock camera app with AE/AF lock enabled: https://share.icloud.com/photos/0cd7QM8ucBZKwPwE9mybnEowg Here you can also see that the iPhone "ramps" the changes. The brightness of the gray area does not change immediately but transitions smoothly, so this is clearly deliberate postprocessing. So... Any suggestion on how to prevent this behavior would be highly appreciated.
Replies
1
Boosts
0
Views
180
Activity
Apr ’25
Coverting CVPixelBuffer 2VUY to a Metal Texture
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image. I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off. I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors. On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues. My code for the conversion is also attached. If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it. Many Thanks Conversion_Logs.txt ConversionCode.swift
Replies
3
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0
Views
285
Activity
Apr ’25