'Loading video frames into javascript in google colab
I wish to present a video, frame by frame with the possibility of flipping between frames in google colab. I also wish to mark some rectangles and get the x,y,w,h of each rectangle.
As far as I could understand, the only way to click the output and gather data in google Collab is via a javascript call, which I am new to. I have split my video into a list called frames and written the following python\javascript code for my task:
def get_fxy_val(base64imgs):
js = Javascript('''
async function showImage(base64) {
var canvas = document.createElement('canvas');
var rect = {};
var drag = false;
var finish = false;
var clicks = [];
var img = document.createElement('img');
var frame = 0
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);
img = new Image();
img.onload = function () {
canvas.height = img.height;
canvas.width = img.width;
ctx.drawImage(img, 0, 0);
};
img.src = 'data:image/jpeg;base64,'+base64[frame];
var prev = document.createElement('button');
prev.innerHTML = '<';
prev.onclick = function() {
frame = frame -1;
if(frame<0){
frame = 0;
}
else{
// console.log(frame)
img.src = 'data:image/jpeg;base64,'+base64[frame];
};
};
document.body.appendChild(prev);
var next = document.createElement('button');
next.innerHTML = '>';
next.onclick = function() {
frame = frame+1;
if (frame>base64.length-1) {
// console.log(frame)
frame = base64.length-1
}
else{
img.src = 'data:image/jpeg;base64,'+base64[frame];
}
};
document.body.appendChild(next);
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
function mouseDown(e) {
rect.startX = e.pageX - this.offsetLeft;
rect.startY = e.pageY - this.offsetTop;
drag = true;
}
function mouseUp() {
drag = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0);
if (rect.w<0){
rect.startX = rect.startX + rect.w
rect.w = rect.w*(-1)
}
if (rect.h<0){
rect.startY = rect.startY + rect.h
rect.h = rect.h*(-1)
}
ctx.strokeRect(rect.startX, rect.startY, rect.w, rect.h);
}
function mouseMove(e) {
if (drag) {
rect.w = (e.pageX - this.offsetLeft) - rect.startX;
rect.h = (e.pageY - this.offsetTop) - rect.startY;
ctx.strokeStyle = 'red';
ctx.lineWidth = 2;
ctx.strokeRect(rect.startX, rect.startY, rect.w, rect.h);
}
}
var saver = document.createElement('button');
saver.innerHTML = 'save rectangle';
saver.onclick = function() {
clicks.push([frame, rect.startX, rect.startY, rect.w, rect.h]);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0);
};
document.body.appendChild(saver);
var finisher = document.createElement('button');
finisher.innerHTML = 'Done!';
finisher.onclick = function() {
};
document.body.appendChild(finisher);
await new Promise((resolve) => finisher.onclick = resolve);
document.body.removeChild(finisher)
document.body.removeChild(saver)
document.body.removeChild(next)
document.body.removeChild(prev)
document.body.removeChild(canvas)
return clicks
}
''')
display(js)
imgs = ["'"+b64img+"'" for b64img in base64imgs]
imgs = '[' + ','.join(imgs) +']'
data = eval_js(f"showImage({imgs})")
return data
I call it using:
base64imgs = [base64.b64encode(cv2.imencode('.jpg', img)[1]).decode() for img in frames]
data = get_fxy_val(base64imgs)
Everything works well for a small number of images, however for the full video Collab crushes and I cannot manage to find any logs to verify what is going on.
Two thoughts I had, which I do not know how to implement:
- Reduce the images' memory size somehow. I cannot harm the aspect ratio so downsampling is not a possibility.
- Load images directly from memory inside the javascript code. I have no idea how to implement this or if it is even possible.
Can I implement any of these? Is there another approach?
B.T.W, my video has images with size h,w,c = (1080, 1920, 3).
Solution 1:[1]
try:
=INDEX(QUERY(IFERROR(SPLIT(FLATTEN(A2:A&"×"&B2:B&"×"&
REGEXEXTRACT(C1:E1, "^.+? ")&"×"&C2:E), "×")), "where Col4 is not null"))
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | player0 |

