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- /*M///////////////////////////////////////////////////////////////////////////////////////
- //
- // IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING.
- //
- // By downloading, copying, installing or using the software you agree to this license.
- // If you do not agree to this license, do not download, install,
- // copy or use the software.
- //
- //
- // License Agreement
- // For Open Source Computer Vision Library
- //
- // Copyright (C) 2000-2008, Intel Corporation, all rights reserved.
- // Copyright (C) 2009, Willow Garage Inc., all rights reserved.
- // Third party copyrights are property of their respective owners.
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- // Redistribution and use in source and binary forms, with or without modification,
- // are permitted provided that the following conditions are met:
- //
- // * Redistribution's of source code must retain the above copyright notice,
- // this list of conditions and the following disclaimer.
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- // * Redistribution's in binary form must reproduce the above copyright notice,
- // this list of conditions and the following disclaimer in the documentation
- // and/or other materials provided with the distribution.
- //
- // * The name of the copyright holders may not be used to endorse or promote products
- // derived from this software without specific prior written permission.
- //
- // This software is provided by the copyright holders and contributors "as is" and
- // any express or implied warranties, including, but not limited to, the implied
- // warranties of merchantability and fitness for a particular purpose are disclaimed.
- // In no event shall the Intel Corporation or contributors be liable for any direct,
- // indirect, incidental, special, exemplary, or consequential damages
- // (including, but not limited to, procurement of substitute goods or services;
- // loss of use, data, or profits; or business interruption) however caused
- // and on any theory of liability, whether in contract, strict liability,
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- // the use of this software, even if advised of the possibility of such damage.
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- //M*/
- #include "test_precomp.hpp"
- #include "test_chessboardgenerator.hpp"
- namespace cv {
- ChessBoardGenerator::ChessBoardGenerator(const Size& _patternSize) : sensorWidth(32), sensorHeight(24),
- squareEdgePointsNum(200), min_cos(std::sqrt(3.f)*0.5f), cov(0.5),
- patternSize(_patternSize), rendererResolutionMultiplier(4), tvec(Mat::zeros(1, 3, CV_32F))
- {
- rvec.create(3, 1, CV_32F);
- cvtest::Rodrigues(Mat::eye(3, 3, CV_32F), rvec);
- }
- void ChessBoardGenerator::generateEdge(const Point3f& p1, const Point3f& p2, vector<Point3f>& out) const
- {
- Point3f step = (p2 - p1) * (1.f/squareEdgePointsNum);
- for(size_t n = 0; n < squareEdgePointsNum; ++n)
- out.push_back( p1 + step * (float)n);
- }
- Size ChessBoardGenerator::cornersSize() const
- {
- return Size(patternSize.width-1, patternSize.height-1);
- }
- struct Mult
- {
- float m;
- Mult(int mult) : m((float)mult) {}
- Point2f operator()(const Point2f& p)const { return p * m; }
- };
- void ChessBoardGenerator::generateBasis(Point3f& pb1, Point3f& pb2) const
- {
- RNG& rng = theRNG();
- Vec3f n;
- for(;;)
- {
- n[0] = rng.uniform(-1.f, 1.f);
- n[1] = rng.uniform(-1.f, 1.f);
- n[2] = rng.uniform(0.0f, 1.f);
- float len = (float)norm(n);
- if (len < 1e-3)
- continue;
- n[0]/=len;
- n[1]/=len;
- n[2]/=len;
- if (n[2] > min_cos)
- break;
- }
- Vec3f n_temp = n; n_temp[0] += 100;
- Vec3f b1 = n.cross(n_temp);
- Vec3f b2 = n.cross(b1);
- float len_b1 = (float)norm(b1);
- float len_b2 = (float)norm(b2);
- pb1 = Point3f(b1[0]/len_b1, b1[1]/len_b1, b1[2]/len_b1);
- pb2 = Point3f(b2[0]/len_b1, b2[1]/len_b2, b2[2]/len_b2);
- }
- Mat ChessBoardGenerator::generateChessBoard(const Mat& bg, const Mat& camMat, const Mat& distCoeffs,
- const Point3f& zero, const Point3f& pb1, const Point3f& pb2,
- float sqWidth, float sqHeight, const vector<Point3f>& whole,
- vector<Point2f>& corners) const
- {
- vector< vector<Point> > squares_black;
- for(int i = 0; i < patternSize.width; ++i)
- for(int j = 0; j < patternSize.height; ++j)
- if ( (i % 2 == 0 && j % 2 == 0) || (i % 2 != 0 && j % 2 != 0) )
- {
- vector<Point3f> pts_square3d;
- vector<Point2f> pts_square2d;
- Point3f p1 = zero + (i + 0) * sqWidth * pb1 + (j + 0) * sqHeight * pb2;
- Point3f p2 = zero + (i + 1) * sqWidth * pb1 + (j + 0) * sqHeight * pb2;
- Point3f p3 = zero + (i + 1) * sqWidth * pb1 + (j + 1) * sqHeight * pb2;
- Point3f p4 = zero + (i + 0) * sqWidth * pb1 + (j + 1) * sqHeight * pb2;
- generateEdge(p1, p2, pts_square3d);
- generateEdge(p2, p3, pts_square3d);
- generateEdge(p3, p4, pts_square3d);
- generateEdge(p4, p1, pts_square3d);
- projectPoints(pts_square3d, rvec, tvec, camMat, distCoeffs, pts_square2d);
- squares_black.resize(squares_black.size() + 1);
- vector<Point2f> temp;
- approxPolyDP(pts_square2d, temp, 1.0, true);
- transform(temp.begin(), temp.end(), back_inserter(squares_black.back()), Mult(rendererResolutionMultiplier));
- }
- /* calculate corners */
- corners3d.clear();
- for(int j = 0; j < patternSize.height - 1; ++j)
- for(int i = 0; i < patternSize.width - 1; ++i)
- corners3d.push_back(zero + (i + 1) * sqWidth * pb1 + (j + 1) * sqHeight * pb2);
- corners.clear();
- projectPoints(corners3d, rvec, tvec, camMat, distCoeffs, corners);
- vector<Point3f> whole3d;
- vector<Point2f> whole2d;
- generateEdge(whole[0], whole[1], whole3d);
- generateEdge(whole[1], whole[2], whole3d);
- generateEdge(whole[2], whole[3], whole3d);
- generateEdge(whole[3], whole[0], whole3d);
- projectPoints(whole3d, rvec, tvec, camMat, distCoeffs, whole2d);
- vector<Point2f> temp_whole2d;
- approxPolyDP(whole2d, temp_whole2d, 1.0, true);
- vector< vector<Point > > whole_contour(1);
- transform(temp_whole2d.begin(), temp_whole2d.end(),
- back_inserter(whole_contour.front()), Mult(rendererResolutionMultiplier));
- Mat result;
- if (rendererResolutionMultiplier == 1)
- {
- result = bg.clone();
- drawContours(result, whole_contour, -1, Scalar::all(255), FILLED, LINE_AA);
- drawContours(result, squares_black, -1, Scalar::all(0), FILLED, LINE_AA);
- }
- else
- {
- Mat tmp;
- resize(bg, tmp, bg.size() * rendererResolutionMultiplier, 0, 0, INTER_LINEAR_EXACT);
- drawContours(tmp, whole_contour, -1, Scalar::all(255), FILLED, LINE_AA);
- drawContours(tmp, squares_black, -1, Scalar::all(0), FILLED, LINE_AA);
- resize(tmp, result, bg.size(), 0, 0, INTER_AREA);
- }
- return result;
- }
- Mat ChessBoardGenerator::operator ()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs, vector<Point2f>& corners) const
- {
- cov = std::min(cov, 0.8);
- double fovx, fovy, focalLen;
- Point2d principalPoint;
- double aspect;
- calibrationMatrixValues( camMat, bg.size(), sensorWidth, sensorHeight,
- fovx, fovy, focalLen, principalPoint, aspect);
- RNG& rng = theRNG();
- float d1 = static_cast<float>(rng.uniform(0.1, 10.0));
- float ah = static_cast<float>(rng.uniform(-fovx/2 * cov, fovx/2 * cov) * CV_PI / 180);
- float av = static_cast<float>(rng.uniform(-fovy/2 * cov, fovy/2 * cov) * CV_PI / 180);
- Point3f p;
- p.z = cos(ah) * d1;
- p.x = sin(ah) * d1;
- p.y = p.z * tan(av);
- Point3f pb1, pb2;
- generateBasis(pb1, pb2);
- float cbHalfWidth = static_cast<float>(norm(p) * sin( std::min(fovx, fovy) * 0.5 * CV_PI / 180));
- float cbHalfHeight = cbHalfWidth * patternSize.height / patternSize.width;
- float cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
- float cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
- vector<Point3f> pts3d(4);
- vector<Point2f> pts2d(4);
- for(;;)
- {
- pts3d[0] = p + pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
- pts3d[1] = p + pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
- pts3d[2] = p - pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
- pts3d[3] = p - pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
- /* can remake with better perf */
- projectPoints(pts3d, rvec, tvec, camMat, distCoeffs, pts2d);
- bool inrect1 = pts2d[0].x < bg.cols && pts2d[0].y < bg.rows && pts2d[0].x > 0 && pts2d[0].y > 0;
- bool inrect2 = pts2d[1].x < bg.cols && pts2d[1].y < bg.rows && pts2d[1].x > 0 && pts2d[1].y > 0;
- bool inrect3 = pts2d[2].x < bg.cols && pts2d[2].y < bg.rows && pts2d[2].x > 0 && pts2d[2].y > 0;
- bool inrect4 = pts2d[3].x < bg.cols && pts2d[3].y < bg.rows && pts2d[3].x > 0 && pts2d[3].y > 0;
- if (inrect1 && inrect2 && inrect3 && inrect4)
- break;
- cbHalfWidth*=0.8f;
- cbHalfHeight = cbHalfWidth * patternSize.height / patternSize.width;
- cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
- cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
- }
- Point3f zero = p - pb1 * cbHalfWidth - cbHalfHeight * pb2;
- float sqWidth = 2 * cbHalfWidth/patternSize.width;
- float sqHeight = 2 * cbHalfHeight/patternSize.height;
- return generateChessBoard(bg, camMat, distCoeffs, zero, pb1, pb2, sqWidth, sqHeight, pts3d, corners);
- }
- Mat ChessBoardGenerator::operator ()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs,
- const Size2f& squareSize, vector<Point2f>& corners) const
- {
- cov = std::min(cov, 0.8);
- double fovx, fovy, focalLen;
- Point2d principalPoint;
- double aspect;
- calibrationMatrixValues( camMat, bg.size(), sensorWidth, sensorHeight,
- fovx, fovy, focalLen, principalPoint, aspect);
- RNG& rng = theRNG();
- float d1 = static_cast<float>(rng.uniform(0.1, 10.0));
- float ah = static_cast<float>(rng.uniform(-fovx/2 * cov, fovx/2 * cov) * CV_PI / 180);
- float av = static_cast<float>(rng.uniform(-fovy/2 * cov, fovy/2 * cov) * CV_PI / 180);
- Point3f p;
- p.z = cos(ah) * d1;
- p.x = sin(ah) * d1;
- p.y = p.z * tan(av);
- Point3f pb1, pb2;
- generateBasis(pb1, pb2);
- float cbHalfWidth = squareSize.width * patternSize.width * 0.5f;
- float cbHalfHeight = squareSize.height * patternSize.height * 0.5f;
- float cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
- float cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
- vector<Point3f> pts3d(4);
- vector<Point2f> pts2d(4);
- for(;;)
- {
- pts3d[0] = p + pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
- pts3d[1] = p + pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
- pts3d[2] = p - pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
- pts3d[3] = p - pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
- /* can remake with better perf */
- projectPoints(pts3d, rvec, tvec, camMat, distCoeffs, pts2d);
- bool inrect1 = pts2d[0].x < bg.cols && pts2d[0].y < bg.rows && pts2d[0].x > 0 && pts2d[0].y > 0;
- bool inrect2 = pts2d[1].x < bg.cols && pts2d[1].y < bg.rows && pts2d[1].x > 0 && pts2d[1].y > 0;
- bool inrect3 = pts2d[2].x < bg.cols && pts2d[2].y < bg.rows && pts2d[2].x > 0 && pts2d[2].y > 0;
- bool inrect4 = pts2d[3].x < bg.cols && pts2d[3].y < bg.rows && pts2d[3].x > 0 && pts2d[3].y > 0;
- if ( inrect1 && inrect2 && inrect3 && inrect4)
- break;
- p.z *= 1.1f;
- }
- Point3f zero = p - pb1 * cbHalfWidth - cbHalfHeight * pb2;
- return generateChessBoard(bg, camMat, distCoeffs, zero, pb1, pb2,
- squareSize.width, squareSize.height, pts3d, corners);
- }
- Mat ChessBoardGenerator::operator ()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs,
- const Size2f& squareSize, const Point3f& pos, vector<Point2f>& corners) const
- {
- cov = std::min(cov, 0.8);
- Point3f p = pos;
- Point3f pb1, pb2;
- generateBasis(pb1, pb2);
- float cbHalfWidth = squareSize.width * patternSize.width * 0.5f;
- float cbHalfHeight = squareSize.height * patternSize.height * 0.5f;
- float cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
- float cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
- vector<Point3f> pts3d(4);
- vector<Point2f> pts2d(4);
- pts3d[0] = p + pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
- pts3d[1] = p + pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
- pts3d[2] = p - pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
- pts3d[3] = p - pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
- /* can remake with better perf */
- projectPoints(pts3d, rvec, tvec, camMat, distCoeffs, pts2d);
- Point3f zero = p - pb1 * cbHalfWidth - cbHalfHeight * pb2;
- return generateChessBoard(bg, camMat, distCoeffs, zero, pb1, pb2,
- squareSize.width, squareSize.height, pts3d, corners);
- }
- } // namespace
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