how to use Savitzky-Golay smooth coefficient to calculate derivatives - c++

Savitzky-Golay smoothing filter can be used to calculate the coefficients so as to calculate the smoothed y-values by applying the coefficients to the adjacent values. The smoothed curve looks great.
According to the papers, the coefficients can also be used to calculate the derivatives up to 5th order. The coefficients calculation parameter ld would need to be set to the order of derivatives. For the first derivative, the appropriate setting is ld=1, and the value of the derivative is the accumulated sum divided by the sampling interval h.
My question is: how to use the obtained coefficients to calculate the accumulated sum? how is the derivative calculated? any sample code?

To calculate the derivatives using Savitzky-Golay smoothing filter, the polynomial coefficients computation has a parameter b, the value b[derivative] must be set to 1.0, the array be will be used in the LU decomposition call.
The key to get derivatives right is to understand the polynomial formula: Y = a0 + a1 * z + a2 * z^2 + ... + ak * z^k. The values a0, a1, a2, ..., ak are actually the smoothed values within the moving window, z = (x - x0) / h, for the centre point of the moving window, we can assume z = 0 since x = x0.
Therefore, in the derivative calculations:
dY/dx = a1/h; and d2Y/dx2 = 2a2/h^2.
Where a1, a2 are the smoothed values of y by using the coefficients calculated on the corresponding derivatives.

Related

correlation of a fit from colPivHouseholderQr().solve

I have some C++ code that is getting a bunch of X,Y values and doing
a linear fit
Eigen::Matrix<float, Eigen::Dynamic, 2> DX;
Eigen::Matrix<float, Eigen::Dynamic, 1> DY;
For loop over the data values (edited a bit because my data source
is a bit more complicated than simple arrays):
{
DX(i,0) = x[i];
DX(i,1) = 1;
DY(i,0) = y[i];
}
then
Eigen::Vector2f Dsolution = DX.colPivHouseholderQr().solve(DY);
// linear solution is in Dsolution[0] and Dsolution[1]
I need the correlation coefficient from that calculation.
How do I obtain it?
Most Eigen stuff is about two floors above my head, so you may need to spell it out in an elementary way.
The fundamental issue is that I'm running this routine on multiple data sets
and I need some indication of the quality of data as regards to internal noise and variance.
Thanks!
I'm assuming you are looking to compute the R² coefficient of your least-square fitting.
Linear least squares
First, let's recap what you're doing. In your Dsolution vector are two coefficients (lets call them a and b, which are your estimated parameters for an affine model between your xs and your y s). This means that for each x[i] your model's estimate for the corresponding y[i] is estimated_y[i] = a * x[i] + b.
a and b are computed by minimizing the sum of the squares of the difference between the observed y[i] and their estimated value a*x[i] + b, also called the residuals. It turns out that you can simply do that by solving a linear problem, which is why you use Eigen's solve() to find them.
Computing R²
Now we want to compute R², which is an indicator of how "good" your fit is.
If we follow the definition from Wikipedia linked above, to compute R² you need to :
Compute the average of the observed values y_avg
Compute the total sum of squares i.e. the sum of the square differences between the observed values and their average (this is like the variance but you don't divide by the number of samples)
Compute the total sum of squared residuals by summing the square of differences between the predicted and observed value of each y
Then R² is 1 - (sum_residuals_squares / sum_squares)
Eigen code
Let's see how we can do this with Eigen :
float r_squared(const MatrixX2f& DX, const VectorXf& DY, const Vector2f& model)
{
// Compute average
const float y_avg = DY.mean();
// Compute total sum of squares
const int N = DX.rows();
const float sum_squares = (DY - (y_avg * VectorXf::Ones(N))).squaredNorm();
// Compute predicted values
const VectorXf estimated_DY = DX * model;
// Compute sum of residual squared
const float sum_residuals_square = (DY - estimated_DY).squaredNorm();
return 1 - (sum_residuals_square / sum_squares);
}
The trick used in both sum of squares's expression is to use the squared norm function, because the squared norm of a vector is the sum of squares of its components. We do it twice because we have two sum of squares to compute.
In the first case, we created a vector of size N full of ones that we multiply by y_avg, to get a vector whose elements are all y_avg. Then each element of DY minus that vector will be y[i] - y_avg, and we compute the square norm to get the total sum of squares.
In the second case, we first compute the predicted y's by using your linear model, and then compute the difference with the observed values, using the squared norm to compute the sum of squared differences.

How to fit a plane to a 3D point cloud?

I want to fit a plane to a 3D point cloud. I use a RANSAC approach, where I sample several points from the point cloud, calculate the plane, and store the plane with the smallest error. The error is the distance between the points and the plane. I want to do this in C++, using Eigen.
So far, I sample points from the point cloud and center the data. Now, I need to fit the plane to the samples points. I know I need to solve Mx = 0, but how do I do this? So far I have M (my samples), I want to know x (the plane) and this fit needs to be as close to 0 as possible.
I have no idea where to continue from here. All I have are my sampled points and I need more data.
From you question I assume that you are familiar with the Ransac algorithm, so I will spare you of lengthy talks.
In a first step, you sample three random points. You can use the Random class for that but picking them not truly random usually gives better results. To those points, you can simply fit a plane using Hyperplane::Through.
In the second step, you repetitively cross out some points with large Hyperplane::absDistance and perform a least-squares fit on the remaining ones. It may look like this:
Vector3f mu = mean(points);
Matrix3f covar = covariance(points, mu);
Vector3 normal = smallest_eigenvector(covar);
JacobiSVD<Matrix3f> svd(covariance, ComputeFullU);
Vector3f normal = svd.matrixU().col(2);
Hyperplane<float, 3> result(normal, mu);
Unfortunately, the functions mean and covariance are not built-in, but they are rather straightforward to code.
Recall that the equation for a plane passing through origin is Ax + By + Cz = 0, where (x, y, z) can be any point on the plane and (A, B, C) is the normal vector perpendicular to this plane.
The equation for a general plane (that may or may not pass through origin) is Ax + By + Cz + D = 0, where the additional coefficient D represents how far the plane is away from the origin, along the direction of the normal vector of the plane. [Note that in this equation (A, B, C) forms a unit normal vector.]
Now, we can apply a trick here and fit the plane using only provided point coordinates. Divide both sides by D and rearrange this term to the right-hand side. This leads to A/D x + B/D y + C/D z = -1. [Note that in this equation (A/D, B/D, C/D) forms a normal vector with length 1/D.]
We can set up a system of linear equations accordingly, and then solve it by an Eigen solver as follows.
// Example for 5 points
Eigen::Matrix<double, 5, 3> matA; // row: 5 points; column: xyz coordinates
Eigen::Matrix<double, 5, 1> matB = -1 * Eigen::Matrix<double, 5, 1>::Ones();
// Find the plane normal
Eigen::Vector3d normal = matA.colPivHouseholderQr().solve(matB);
// Check if the fitting is healthy
double D = 1 / normal.norm();
normal.normalize(); // normal is a unit vector from now on
bool planeValid = true;
for (int i = 0; i < 5; ++i) { // compare Ax + By + Cz + D with 0.2 (ideally Ax + By + Cz + D = 0)
if ( fabs( normal(0)*matA(i, 0) + normal(1)*matA(i, 1) + normal(2)*matA(i, 2) + D) > 0.2) {
planeValid = false; // 0.2 is an experimental threshold; can be tuned
break;
}
}
This method is equivalent to the typical SVD-based method, but much faster. It is suitable for use when points are known to be roughly in a plane shape. However, the SVD-based method is more numerically stable (when the plane is far far away from origin) and robust to outliers.

What does the resultant matrix of Homography denote?

I have 2 frames of shaky video. I applied homography on all the inliers points. Now the resultant matrix that i get for different frames are like this
0.2711 -0.0036 0.853
-0.0002 0.2719 -0.2247
0.0000 -0.0000 0.2704
0.4787 -0.0061 0.5514
0.0007 0.4798 -0.0799
0.0000 -0.0000 0.4797
What are those similar values in the diagonal and how can I retrieve the translation component from this matrix ?
Start with the following observation: a homography matrix is only defined up to scale. This means that if you divide or multiply all the matrix coefficients by the same number, you obtain a matrix that represent the same geometrical transformation. This is because, in order to apply the homography to a point at coordinates (x, y), you multiply its matrix H on the right by the column vector [x, y, 1]' (here I use the apostrophe symbol to denote transposition), and then divide the result H * x = [u, v, w]' by the third component w. Therefore, if instead of H you use a scaled matrix (s * H), you end up with [s*u, s*v, s*w], which represents the same 2D point.
So, to understand what is going on with your matrices, start by dividing both of them by their bottom-right component:
octave:1> a = [
> 0.2711 -0.0036 0.853
> -0.0002 0.2719 -0.2247
> 0.0000 -0.0000 0.2704
> ];
octave:2> b=[
> 0.4787 -0.0061 0.5514
> 0.0007 0.4798 -0.0799
> 0.0000 -0.0000 0.4797];
octave:3> a/a(3,3)
ans =
1.00259 -0.01331 3.15459
-0.00074 1.00555 -0.83099
0.00000 -0.00000 1.00000
octave:4> b/b(3,3)
ans =
0.99792 -0.01272 1.14947
0.00146 1.00021 -0.16656
0.00000 -0.00000 1.00000
Now suppose, for the moment, that the third column elements in both matrices were [0, 0, 1]'. Then the effect of applying it to any point (x, y) would be to move it by approx 1/100 units (say, pixels). Basically, not changing it by much.
Plugging back the actual values for the third column shows that both matrices are, essentially, translating the whole images by constant amounts.
So, in conclusion, having equal values on the diagonals, and very small values at indices (1,2) and (2,1), means that these homographies are both (essentially) pure translations.
Various transformations involve all elementary operations such as addition, multiplication, division, and addition of a constant. Only the first two can be modeled by regular matrix multiplication. Note that addition of a constant and, in case of a Homography, division is impossible to represent with matrix multiplication in 2D. Adding a third coordinate (that is converting points to homogeneous representation) solves this problem. For example, if you want to add constant 5 to x you can do this like this
1 0 5 x x+5
0 1 0 * y = y
1
Note that matrix is 2x3, not 2x2 and coordinates have three numbers though they represent 2D points. Also, the last transition is converting back from homogeneous to Euclidian representation. Thus two results are achieved: all operations (multiplication, division, addition of variables and additions of constants) can be represented by matrix multiplication; second, we can chain multiple operations (via multiplying their matrices) and still have only a single matrix as the result (of matrix multiplication).
Ok, now let’s explain Homography. Homography is better to consider in the context of the whole family of transformation moving from simple ones to complex ones. In other words, it is easier to understand the meaning of Homography coefficients by comparing them to the meaning of coefficients of simpler Euclidean, Similarity and Affine transforms. The Euclidwan transformation is the simplest and represents a rigid rotation and translation in space (note that matrix is 2x3). For 2D case,
cos(a) -sin(a) Tx
sin(a) cos(a) Ty
Similarity adds scaling to the rotation coefficients. So now the matrix looks like this:
Scl*cos(a) -scl*sin(a) Tx
Scl*sin(a) scl*cos(a) Ty
Affiliate transformation adds shearing so the rotation coefficients become unrestricted:
a11 a12 Tx
a21 a22 Ty
Homography adds another row that divides the output x and y (see how we explained the division during the transition form homogeneous to Euclidean coordinates above) and thus introduces projectivity or non uniform scaling that is a function of point coordinates. This is better understood by looking at the transition to Euclidean coordinates.
a11 a12 Tx x a11*x+a12*y+Tx (a11*x+a12*y+Tx)/(a32*x+a32*y+a33)
a21 a22 Ty * y = a21*x+a22*y+Ty -> (a21*x+a22*y+Ty)/(a32*x+a32*y+a33)
a31 a32 a33 1 a32*x+a32*y+a33
Thus homography has an extra row compared to other transformations such as affine or similarity. This extra row allows to scale objects depending on their coordinates which is how projectivity is formed.
Finally, speaking of your numbers:
0.4787 -0.0061 0.5514
0.0007 0.4798 -0.0799
0.0000 -0.0000 0.4797
This is not homography!. Just look at the last row and you will see that the first two coefficients are 0 thus there is no projectivity. Since a11=a22 this is not even an Affine transformation. This is rather a similarity transform. The translation is
Tx=0.5514/0.4797 and Ty=-0.0799/0.4797

How to calculate principal curvature over interpolated triangular surface?

Given 3 vertices and their normals in a 3D triangular mesh, I am interpolating them over the triangular surface. And I want to calculate the principal curvatures k1, k2 for each point in that surface.
My code briefly looks like this:
Vertex v1,v2,v3,v12,p,vp; // Vertex is an structure of x,y,z and some operators
v1 = ...; v2 = ...; v3 = ...;
Vertex n1,n2,n3,n12,n;//normals
n1 = ...; n2 = ...; n3 = ...;
int interLevels = ceil(sqrt(tArea(v1,v2,v3)));
for (float a=0; a<=1;a+=1.0f/interLevels){
v12 = v1*a+v2*(1-a);
n12 = n1*a+n2*(1-a);
for (float b=0; b<=1;b+=1.0f/interLevels){
p = v12*b+v3*(1-b);
n = n12*b+n3*(1-b);
normalize(n);
Vertex k1,k2;
}
}
How can we calculate k1 and k2?
Is it enough to depend on the given input, or should I consider nearby vertices?
there are at least two approaches to this problem
Approach 1
you can use the fact that principal curvatures are the eigenvalues of a shape operator - a linear function on the space defined on two its tangent vectors.
procedure:
1. compute shape operator:
find two tangent vectors and then compute
you will find a matrix
2. and then the eigenvalues of this matrix are principal curvatures k1, k2
Approach 2
We will use the fact that principal curvatures of the surface S at the given point P are the roots in the real domain of the equation
(EG-F^2)k^2 - (EN-2FM+GL)k + LN-M^2 = 0 (1)
where k is the main curvature and coefficients are taken from first & second fundamental form. They are given in terms of the parametric equation. To get these roots we will use the fact that instead of calculating k1 and k2 from the (1) we can find eigenvalues of a matrix A, where A is defined as
and matrix F1 contains coefficients of the first fundamental form
matrix F2 contains coefficients of the second fundamental form

Why do we need perspective division?

I know perspective division is done by dividing x,y, and z by w, to get normalized device coordinates. But I am not able to understand the purpose of doing that. Also, does it have anything to do with clipping?
Some details that complement the general answers:
The idea is to project a point (x,y,z) on screen to have (xs,ys,d).
The next figure shows this for the y coordinate.
We know from school that
tan(alpha) = ys / d = y / z
This means that the projection is computed as
ys = d*y/z = y /w
w = z / d
This is enough to apply a projection.
However in OpenGL, you want (xs,ys,zs) to be normalized device coordinates in [-1,1] and yes this has something to do with clipping.
The extrema values for (xs,ys,zs) represent the unit cube and everything outside it will be clipped.
So a projection matrix usually takes into consideration the clipping limits (Frustum) to make a single transformation that, with the perspective division, simultaneously apply a projection and transform the projected coordinates along with the z to normalized device coordinates.
I mean why do we need that?
In layman terms: To make perspective distortion work. In a perspective projection matrix, the Z coordinate gets "mixed" into the W output component. So the smaller the value of the Z coordinate, i.e. the closer to the origin, the more things get scaled up, i.e. bigger on screen.
To really distill it to the basic concept, and why the op is division (instead of e.g. square root or some such), consider that an object twice as far should appear with dimensions exactly one half as large. Obtain 1/2 from 2 by... division.
There are many geometric ways to arrive at the same conclusion. A diagram serves as visual proof for this, really.
Dividing x, y, z by w is a "trick" you do with "homogeneous coordinates". To convert a R⁴ vector back to R³ by dividing by the 4th component (or w component as you said). A process called dehomogenizing.
Why you use homogeneous coordinate? That topic is a little bit more involved, I try to explain. I hope I do it justice.
However I will use the x1, x2, x3, x4 as the components of a vector instead of x, y, z, w:
Consider a 3x3 Matrix M and column vectors x, a, b, c of R³. x=(x1, x2, x3) and x1,x2,x3 being scalars or components of x.
With the 3x3 Matrix can do all linear transformations on a vector x you could do with the linear combination:
x' = x1*a + x2*b + x3*c (1).
(x' is the transformed vector that holds the result of transforming x).
Khan Academy on his Course Linear Algebra has a section explaining the fact that every linear transformation can be written as a matrix product with a vector.
You can try this out for example by putting the column vectors a, b, c in the columns of the Matrix M = [ a b c ].
So with the matrix product you essentially get the upper linear combination:
x' = M * x = [a b c] * x = a*x1 + b*x2 + c*x3 (2).
However this operation only accounts for rotation, scaling and shearing transformations. The origin (0, 0, 0) will always stay at (0, 0, 0).
For this you need another kind of transformation named "translation" (moving a vector or adding a vector to the vector).
Consider the translation column vector t = (t1, t2, t3) and the linear combination
x' = x1*a + x2*b + x3*c + t (3).
With this linear combination you can translate, rotate, scale and shear a vector. As you can see this Linear Combination does actually move the origin vector (0, 0, 0) to (0+t1, 0+t2, 0+t3).
However you can't put this translation into a 3x3 Matrix.
So what Graphics Programmers or Mathematicians came up with is adding another dimension to the Matrix and Vectors like this:
M is 4x4 Matrix, x~ vector in R⁴ with x~=(x1, x2, x3, x4). a, b, c, t also being column vectors of R⁴ (last components of a,b,c being 0 and last component for t being 1 - I keep the names the same to later show the similarity between homogeneous linear combination and (3) ). x~ is the homogeneous coordinate of x.
Now watch what happens if we take a vector x of R³ and put it into x~ of R⁴.
This vector will be in homogeneous coordinates in R⁴ x~=(x1, x2, x3, 1). The last component simply being 1 if it is a point and 0 if it's simply a direction (which couldn't be translated anyway).
So you have the linear combination:
x~' = M * x = [a b c t] * x = x1*a + x2*b + x3*c + x4*t (4).
(x~' is the result vector when transforming the homogeneous vector x~)
Since we took a vector from R³ and put it into R⁴ our x4 component is 1 we have:
x~' = x1*a + x2*b + x3*c + 1*t
<=> x~' = x1*a + x2*b + x3*c + t (5).
which is exactly the upper linear transformation (3) with the translation t. This is called an affine transformation (linear transf. + translation).
So with a 3x3 Matrix and a vector of R³ you couldn't do translations. However adding another dimension having a vector in R⁴ and a Matrix in R^4x4 you actually can do it.
However when you want to return to R³ you have to divide the first components with the last one. This is called "dehomogenizing". Which is the the x4 component or in your variable naming the w-component. So x is the original coordinate in R³. Be x~ in R⁴ and the homogenized vector of x. And x' in R³ of x~.
x' = (x1/x4, x2/x4, x3/x4) (6).
Then x' is the dehomogenized vector of the vector x~.
Coming back to perspective division:
(I will leave it out, because many here have explained the divide by z already. It's because of the relationship of a right triangle, being similar which leads you to simplify that with a given focal length f a z values with y coordinate lands at y' = f*y/z. Also since you stated [I hope I didn't misread that you already know why this is done I simply leave a link to a YT-Video here, I find it very well explained on the course lecture CMU 15-462/662 ).
When dehomogenizing the division by the w-component is a pretty handy property when returning to R³. When you apply homogeneous perspective Matrix of 4x4 on a vector you simply put the z component into the w component and let the dehomogenizing process (as in (6) ) perform the perspective divide. So you can setup the w-Component in a way that the division by w divides by z and also maps the values from 0 to 1 (basically you put the range of z-near to z-far values into a range floating points are precise at).
This is also described by Ravi Ramamoorthi in his Course CSE167 when he explains how to set up the perspective projection matrix.
I hope this helped to understand the rational of putting z into the w component. Sorry for my horrible formatting and lengthy text. Yet I hope it helped more than it confused.
Best of luck!
Actually, via standard notational convention from a 4x4 perspective matrix with sightline along a 'z' direction, 'w' differs by 1 from the distance ratio. Also that ratio, though interpreted correctly, is normally expressed as -z/d where 'z' is negative (therefore producing the correct ratio) because, again, in common notational convention, the camera is looking in the negative 'z' direction.
The reason for the offset by 1 needs to be explained. Many references put the origin at the image plane rather than the center of projection. With that convention (again with the camera looking along the negative 'z' direction) the distance labeled 'z' in the similar triangles diagram is thereby replaced by (d-z). Then substituting that for 'z' the expression for 'w' becomes, instead of 'z/d', (d-z)/d = [1-z/d]. To some these conventions may seem unorthodox but they are quite popular among analysts.