import { Filter } from '../core/Filter'; import { Image } from '../core/Image'; export interface Point { x: number; y: number; } export declare class LK extends Filter { private scaleP; private scaleN; constructor(Lm: number); /** * Perhaps we can use a shader that has three input textures. * - The first contains input coordinates * - The second contains the prev image * (do we need access to the complete image, * or will a single value per coordinate suffice?) * - The third contains the next image * * For now we will implement LK in software */ calcOpticalFlowPyrLK(prevImg: Image[], nextImg: Image[], prevPtr: Point[], winSize: number, Lm?: number): { err: any; nextPts: { x: number; y: number; }[]; status: any; }; }