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MayaFlux 0.5.0
Digital-First Multimedia Processing Framework
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Dispatch engine for VisionSequence execution. More...
#include "ConnectedComponents.hpp"#include "Features.hpp"#include "Gradient.hpp"#include "OpticalFlow.hpp"#include "VisionOp.hpp"#include "MayaFlux/Kakshya/NDData/EigenAccess.hpp"#include "MayaFlux/Kakshya/NDData/NDData.hpp"
Include dependency graph for VisionExecutor.hpp:
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Classes | |
| class | MayaFlux::Kinesis::Vision::VisionExecutor |
| Stateful executor for a VisionSequence. More... | |
| struct | MayaFlux::Kinesis::Vision::VisionResult |
| Result of executing a VisionSequence on one frame. More... | |
Namespaces | |
| namespace | MayaFlux |
| Main namespace for the Maya Flux audio engine. | |
| namespace | MayaFlux::Core |
| namespace | MayaFlux::Kinesis |
| namespace | MayaFlux::Kinesis::Vision |
Typedefs | |
| using | MayaFlux::Kinesis::Vision::StructuredOutput = std::variant< std::monostate, GradientResult, ComponentResult, std::vector< Contour >, std::vector< Keypoint >, std::vector< TrackResult > > |
Dispatch engine for VisionSequence execution.
VisionExecutor::run() is the single entry point for executing a VisionSequence. It maintains per-frame state (previous gray frame for optical flow) and returns a VisionResult carrying both the final pixel image and any structured outputs produced by the terminal step.
Scratch storage is owned by the executor as DataVariant slots holding vector<float>. Steps ping-pong between slots via Eigen::Map<ArrayXf> views, accumulating zero heap allocation in steady state at a fixed resolution. Gaussian kernels are cached by sigma across frames.
VisionResult::pixel_image is a DataVariant (vector<float>) moved out of a scratch slot. Callers read it via EigenAccess::view<Eigen::VectorXf>() for zero-copy Eigen access, or as_span() for raw float access.
Definition in file VisionExecutor.hpp.