I've got two YUV images (YUV 420 SP), which have been loaded in fragment shader as textures.
These textures are having an overlapping area.
Now, I am trying to blend these two textures such that there should not be any difference visible in the brightness over the overlapping area. (Basically stitching the images)
[
]
- Can you suggest any method on how I can mix/blend/stitch these two images.
- I have come across the concept of Alpha Masking in OpenCV. I am not sure how it is applicable in OpenGL. Also, since I am using YUV images, which are loaded as textures, as R and RG component (for Y and UV), and further converting it to RGB Color space in the fragment shader.
Note: I am not considering any geometrical alignment for now. I know after the blending/stitching the image will not quite good looking as the images are not oriented or placed properly. My question is only regarding the photometric/color alignment on how I can handle the overlapping area.