I´m trying to use a chessboard pattern, to get the information of the cylinder map and rectifie the "distortion" so that image shows the cap surface unrolled. I made a first test with a one shot calibration and cv::fisheye::undistortImage to get a un-distortion (attached two images).
*//runCalibrationFishEye
void runCalibrationFishEye(cv::Mat& image, cv::Matx33d&, cv::Vec4d&);
cv::Mat removeFisheyeLensDist(cv::Mat&, cv::Matx33d&, cv::Vec4d&);*
It is to remark that i am not interested in calibrate the image, to get metric values. I just want to use the chessboard information to unroll the image on the cylinder surface.
The final aim is to use the rectified images of 4 cameras and to stitch the rectified images to one unrolled image.
Do i need to make a full calibration of the camera? Or is there another way to get a remap of the cylinder surface?
I will try to implement this interesting unwarp method: https://dsp.stackexchange.com/questions/2406/how-to-flatten-the-image-of-a-label-on-a-food-jar/2409#2409
cap with chessboard
Rectification
I have found a similar approach, of another problem but with a similar Mathematics. And it was solved without a calibration pattern. Link here. Its a approximation, but the result is quite good enough.
the user Hammer gave an answer that helped me to get a solution. I have changed the way he do the mapping, using OpenCV remap. The formula to recalculate the coordinates is just as he gave it, using different values, and making a preprocessing to adjust the image (Rotation, zoom, and other adjustments).Unrolled image. I am now improving the distortion of the edges, so that it is not so pronounced at the edges. But the main question is solved.
cv::Point2f convert_pt(cv::Point2f point, int w, int h)
{
cv::Point2f pc(point.x - w / 2, point.y - h / 2);
float f = w;
float r = w;
float omega = w / 2;
float z0 = f - sqrt(r*r - omega*omega);
//Formula para remapear el cylindro
float zc = (2 * z0 + sqrt(4 * z0*z0 - 4 * (pc.x*pc.x / (f*f) + 1)*(z0*z0 - r*r))) / (2 * (pc.x*pc.x / (f*f) + 1));
cv::Point2f final_point(pc.x*zc / f, pc.y*zc / f);
final_point.x += w / 2;
final_point.y += h / 2;
return final_point;
}
Related
I am interested in perspective transformation to bird's eye view. So far I have tried getPerspectiveTransform and findHomography and then passing it onto warpPerspective. The results are quite close but a skew in TL and BR is present. Also the contourArea are not translated equally post transformation.
The contour is a square with multiple shapes inside.
Any suggestion on how to go ahead.
Code block of what I have done so far.
std::vector<Point2f> quad_pts;
std::vector<Point2f> squre_pts;
cv::approxPolyDP( Mat(validContours[largest_contour_index]), contours_poly[0], epsilon, true );
if (approx_poly.size() > 4) return false;
for (int i=0; i< 4; i++)
quad_pts.push_back(contours_poly[0][i]);
if (! orderRectPoints(quad_pts))
return false;
float widthTop = (float)distanceBetweenPoints(quad_pts[1], quad_pts[0]); // sqrt( pow(quad_pts[1].x - quad_pts[0].x, 2) + pow(quad_pts[1].y - quad_pts[0].y, 2));
float widthBottom = (float)distanceBetweenPoints(quad_pts[2], quad_pts[3]); // sqrt( pow(quad_pts[2].x - quad_pts[3].x, 2) + pow(quad_pts[2].y - quad_pts[3].y, 2));
float maxWidth = max(widthTop, widthBottom);
float heightLeft = (float)distanceBetweenPoints(quad_pts[1], quad_pts[2]); // sqrt( pow(quad_pts[1].x - quad_pts[2].x, 2) + pow(quad_pts[1].y - quad_pts[2].y, 2));
float heightRight = (float)distanceBetweenPoints(quad_pts[0], quad_pts[3]); // sqrt( pow(quad_pts[0].x - quad_pts[3].x, 2) + pow(quad_pts[0].y - quad_pts[3].y, 2));
float maxHeight = max(heightLeft, heightRight);
int mDist = (int)max(maxWidth, maxHeight);
// transform TO points
const int offset = 50;
squre_pts.push_back(Point2f(offset, offset));
squre_pts.push_back(Point2f(mDist-1, offset));
squre_pts.push_back(Point2f(mDist-1, mDist-1));
squre_pts.push_back(Point2f(offset, mDist-1));
maxWidth += offset; maxHeight += offset;
Size matSize ((int)maxWidth, (int)maxHeight);
Mat transmtx = getPerspectiveTransform(quad_pts, squre_pts);
// Mat homo = findHomography(quad_pts, squre_pts);
warpPerspective(mRgba, mRgba, transmtx, matSize);
return true;
Link to transformed image
Image pre-transformation
corner on pre-transformed image
Corners from CornerSubPix
Your original pre-transformation image is not so good, the squares have different sizes there and it looks wavy. The results you get are quite good given the quality of your input.
You could try to calibrate your camera (https://docs.opencv.org/2.4/doc/tutorials/calib3d/camera_calibration/camera_calibration.html) to compensate lens distortion, and your results may improve.
EDIT: Just to summarize the comments below, approxPolyDp may not locate the corners properly if the square has rounded corners or it is blurred. You may need to improve the corner location by other means such as a sharper original image, different preprocessing (median filter or threshold, as you suggest in the comments), or other algorithms for finer corner location (such as using the cornersubpix function or detecting the sides with Hough Transform and then calculating the intersections of them)
I want to implement the 2.5D inverse compositional image alignment. For that I need to create an steepest descent image. I followed the implementation from Code Project for a 2D image alignment. But I am searching for 3D warp information and because of that also for a 3D steepest descent image.
To my project, I have a 3D model interpretation, with raycasting I am creating a rgbd-image. Now I want to search for a 3D warp, which aligns this template image with a given live image to estimate the camera position.
I have currently only the gradients in X and Y direction
cv::Sobel(grayImg_T, Grad_TX, CV_32F, 1, 0, 3);
cv::Sobel(grayImg_T, Grad_TY, CV_32F, 0, 1, 3);
And I am estimating the steepest descent as follows:
float* p_sd_pixel = &p_sd[cols*j * 3 + i * 3];
p_sd_pixel[0] = (float) (-cols*Tx + rows*Ty);
p_sd_pixel[1] = (float) Tx;
p_sd_pixel[2] = (float) Ty;
for(int l = 0; l < 3; l++){
for(int m = 0; m < 3; m++){
float* p_h = (float*)(H.data);
p_h[3*l+m] += p_sd_pixel[l]*p_sd_pixel[m];
}
}
Both is from the 2D inverse compositional image alignment code, I have from the website of the link I posted before. I think I need also a gradient in Z direction. But I have no idea how to create the steepest descent image for 2.5D alignment and also how to determine the affine warp. How can I tackle the math or find a better way to implement this?
So, here is the code for my 2D point class to rotate:
float nx = (x * cos(angle)) - (y * sin(angle));
float ny = (y * cos(angle)) + (x * sin(angle));
x = nx;
y = ny;
x and y are local variables in the point class.
And here is the code for my sprite class's rotation:
//Make clip
SDL_Rect clip;
clip.w = width;
clip.h = height;
clip.x = (width * _frameX) + (sep * (_frameX) + osX);
clip.y = (height * _frameY) + (sep * (_frameY) + osY);
//Make a rotated image
col bgColor = image->format->colorkey;
//Surfaces
img *toEdit = newImage(clip.w, clip.h);
img *toDraw = 0;
//Copy the source into the workspace
drawRect(0, 0, toEdit->w, toEdit->h, toEdit, bgColor);
drawImage(0, 0, image, toEdit, &clip);
//Edit the image
toDraw = SPG_Transform(toEdit, bgColor, angle, xScale, yScale, SPG_NONE);
SDL_SetColorKey(toDraw, SDL_SRCCOLORKEY, bgColor);
//Find new origin and offset by pivot
2DVec *pivot = new xyVec(pvX, pvY);
pivot->rotate(angle);
//Draw and remove the finished image
drawImage(_x - pivot->x - (toDraw->w / 2), _y - pivot->y - (toDraw->h / 2), toDraw, _destination);
//Delete stuff
deleteImage(toEdit);
delete pivot;
deleteImage(toDraw);
The code uses the center of the sprite as the origin. It works fine if I leave the pivot at (0,0), but if I move it somewhere else, the character's shoulder for instance, it starts making the sprite dance around as it spins like a spirograph, instead of the pivot staying on the character's shoulder.
The image rotation function is from SPriG, a library for drawing primitives and transformed images in SDL. Since the pivot is coming from the center of the image, I figure the new size of the clipped surface produced by rotating shouldn't matter.
[EDIT]
I've messed with the code a bit. By slowing it down, I found that for some reason, the vector is rotating 60 times faster than the image, even though I'm not multiplying anything by 60. So, I tried to just divide the input by 60, only now, it's coming out all jerky and not rotating to anything between multiples of 60.
The vector rotation code I found on this very site, and people have repeatedly confirmed that it works, so why does it only rotate in increments of 60?
I haven't touched the source of SPriG in a long time, but I can give you some info.
If SPriG has problems with rotating off of center, it would probably be faster and easier for you to migrate to SDL_gpu (and I suggest SDL 2.0). That way you get a similar API but the performance is much better (it uses the graphics card).
I can guess that the vector does not rotate 60 times faster than the image, but rather more like 57 times faster! This is because you are rotating the vector with sin() and cos(), which accept values in radians. The image is being rotated by an angle in degrees. The conversion factor for radians to degrees is 180/pi, which is about 57. SPriG can use either degrees or radians, but uses degrees by default. Use SPG_EnableRadians(1) to switch that behavior. Alternatively, you can stick to degree measure in your angle variable by multiplying the argument to sin() and cos() by pi/180.
I'm in the situation where I need to find the relative camera poses between two/or more cameras based on image correspondences (so the cameras are not in the same point). To solve this I tried the same approach as described here (code below).
cv::Mat calibration_1 = ...;
cv::Mat calibration_2 = ...;
cv::Mat calibration_target = calibration_1;
calibration_target.at<float>(0, 2) = 0.5f * frame_width; // principal point
calibration_target.at<float>(1, 2) = 0.5f * frame_height; // principal point
auto fundamental_matrix = cv::findFundamentalMat(left_matches, right_matches, CV_RANSAC);
fundamental_matrix.convertTo(fundamental_matrix, CV_32F);
cv::Mat essential_matrix = calibration_2.t() * fundamental_matrix * calibration_1;
cv::SVD svd(essential_matrix);
cv::Matx33f w(0,-1,0,
1,0,0,
0,0,1);
cv::Matx33f w_inv(0,1,0,
-1,0,0,
0,0,1);
cv::Mat rotation_between_cameras = svd.u * cv::Mat(w) * svd.vt; //HZ 9.19
But in most of my cases I get extremly weird results. So my next thought was using a full fledged bundle adjuster (which should do what i am looking for?!). Currently my only big dependency is OpenCV and they only have a undocumented bundle adjustment implementation.
So the question is:
Is there a bundle adjuster which has no dependencies and uses a licence which allows commerical use?
Are there other easy way to find the extrinsics?
Are objects with very different distances to the cameras a problem? (heavy parallax)
Thanks in advance
I'm also working on same problem and facing slimier issues.
Here are some suggestions -
Modify Essential Matrix Before Decomposition:
Modify Essential matrix before decomposition [U W Vt] = SVD(E), and new E' = diag(s,s,0) where s = W(0,0) + W(1,1) / 2
2-Stage Fundamental Matrix Estimation:
Recalculate the fundamental matrix with the RANSAC inliers
These steps should make the Rotation estimation more susceptible to noise.
you have to get 4 different solutions and select the one with the most # points having positive Z coordinates. The solution are generated by inverting the sign of the fundamental matrix an substituting w with w_inv which you did not do though you calculated w_inv. Are you reusing somebody else code?
Yesterday I asked: How could simply calling Pitch and Yaw cause the camera to roll?
Basically, I found out because of "Gimbal Lock" that if you pitch + yaw you will inevitably produce a rolling effect. For more information you can read that question.
I'm trying to stop this from happening. When you look around in a normal FPS shooter you don't have your camera rolling all over the place!
Here is my current passive mouse func:
int windowWidth = 640;
int windowHeight = 480;
int oldMouseX = -1;
int oldMouseY = -1;
void mousePassiveHandler(int x, int y)
{
int snapThreshold = 50;
if (oldMouseX != -1 && oldMouseY != -1)
{
cam.yaw((x - oldMouseX)/10.0);
cam.pitch((y - oldMouseY)/10.0);
oldMouseX = x;
oldMouseY = y;
if ((fabs(x - (windowWidth / 2)) > snapThreshold) || (fabs(y - (windowHeight / 2)) > snapThreshold))
{
oldMouseX = windowWidth / 2;
oldMouseY = windowHeight / 2;
glutWarpPointer(windowWidth / 2, windowHeight / 2);
}
}
else
{
oldMouseX = windowWidth / 2;
oldMouseY = windowHeight / 2;
glutWarpPointer(windowWidth / 2, windowHeight / 2);
}
glutPostRedisplay();
}
Which causes the camera to pitch/yaw based on the mouse movement (while keeping the cursor in the center). I've also posted my original camera class here.
Someone in that thread suggested I use Quaternions to prevent this effect from happening but after reading the wikipedia page on them I simply don't grok them.
How could I create a Quaternions in my OpenGL/Glut app so I can properly make my "Camera" look around without unwanted roll?
A Simple Quaternion-Based Camera, designed to be used with gluLookAt.
http://www.gamedev.net/reference/articles/article1997.asp
Keep your delta changes low to avoid that (i.e < 45 degrees)
Just calculate a small "delta" matrix with the rotations for each frame, fold this into the camera matrix each frame. (by fold I mean: cam = cam * delta)
If you're running for a long time, you might get some numerical errors, so you need to re-orthogonalize it. (look it up if that seems to happen)
That's the easiest way to avoid gimbal lock when just playing around with things. Once you get more proficient, you'll understand the rest.
As for quaternions, just find a good lib for them that can convert them to rotation matrices, then use the same technique (compute delta quat, multiply into main quat).
I would represent everything in polar coordinates. The wikipedia page should get you started.
You don't really need quaternions for that simple case, what you need is to input your heading and pitch into a 3-dimensional matrix calculation:
Use your heading value with a rotation on Y axis to calculate MY
Use your pitch value with a rotation on X axis to calculate MX
For each point P, calculate R = MX * MY * P
The calculation can be done in 2 ways:
T = MY * P, then R = MX * T
T = MX * MY, then R = T * P
The first way is slower but easier to code at first, the second one is faster but you will need to code a matrix-matrix multiplication function.
ps. See http://en.wikipedia.org/wiki/Rotation_matrix#Dimension_three for the matrices