fix some comments about the assumption made by the Shot

This commit is contained in:
Massimiliano Corsini 2011-05-19 08:46:38 +00:00
parent c35b1c84ff
commit 9349591548
1 changed files with 166 additions and 158 deletions

View File

@ -94,23 +94,31 @@ creation
****************************************************************************/
/** class Shot
The shot is made of two things:
* the Instrinsics paramaters, which are stored as a Camera type (check vcg/math/camera) and that
Shot is made of two elements:
* the Instrinsics paramaters, which are stored as a Camera type (see vcg/math/camera) and that
determines how a point in the frame of the camera is projected in the 2D projection plane
* the Extrinsics parameters, which are stored in the class Shot (che the type ReferenceFrame)
and that tell viewpoint and view direction.
* the Extrinsics parameters, which are stored in the class Shot (type ReferenceFrame)
and that describe viewpoint and view direction.
The Extrinsics parameters are kept as a rotation matrix "rot" and a translation vector "tra"
NOTE: the translation matrix "tra" corresponds to -viewpoint while the rotation matrix
"rot" corresponds to the axis of the reference frame by row, i.e.
rot[0][0|1|2] == X axis
rot[1][0|1|2] == Y axis
rot[2][0|1|2] == Z axis
Some important notes about the usage of this class:
It follows that the matrix made with the upper left 3x3 equal to rot and the 4th colum equal to tra
and (0,0,0,1) in the bottom row transform a point from world coordiantes to the reference frame
of the shot.
* The World coordinates system is assumed to be RIGHT-HANDED.
* The Shot reference frame is assumed to be RIGHT-HANDED.
* The associated Camera is assumed to point in the negative direction of the Z axis of the Shot coordinates system (reference frame).
As a consequence, the Camera coordinates system is LEFT-HANDED.
* The Extrinsics parameters are kept as a rotation matrix "rot" and a translation vector "tra"
The translation matrix "tra" corresponds to the viewpoint of the Shot while the rotation matrix
"rot" corresponds to the axis of the reference frame by row, i.e.
rot[0][0|1|2] == X axis
rot[1][0|1|2] == Y axis
rot[2][0|1|2] == Z axis
It follows that the matrix made with the upper left 3x3 equal to rot and the 4th colum equal to tra
and (0,0,0,1) in the bottom row transform a point from world coordiantes to the reference frame
of the shot.
@ -129,129 +137,129 @@ namespace vcg{
template <class S, class RotationType = Matrix44<S> >
class Shot {
public:
typedef Camera<S> CameraType;
typedef S ScalarType;
typedef Camera<S> CameraType;
typedef S ScalarType;
template <class ScalarType, class RotoType >
class ReferenceFrame {
friend class Shot<ScalarType, RotoType>;
RotoType rot; // rotation
Point3<S> tra; // viewpoint
public:
void SetIdentity(){ rot.SetIdentity(); tra = Point3<S>(0.0,0.0,0.0);}
void SetTra(const Point3<S> & tr) {tra = tr;}
void SetRot(const RotoType & rt) {rot = rt;}
Point3<ScalarType> Tra() const { return tra;}
RotoType Rot() const { return rot;}
};
template <class ScalarType, class RotoType >
class ReferenceFrame {
friend class Shot<ScalarType, RotoType>;
RotoType rot; // rotation
Point3<S> tra; // viewpoint
public:
void SetIdentity(){ rot.SetIdentity(); tra = Point3<S>(0.0,0.0,0.0);}
void SetTra(const Point3<S> & tr) {tra = tr;}
void SetRot(const RotoType & rt) {rot = rt;}
Point3<ScalarType> Tra() const { return tra;}
RotoType Rot() const { return rot;}
};
Camera<S> Intrinsics; // the camera that made the shot
ReferenceFrame<S,RotationType> Extrinsics; // the position and orientation of the camera
Camera<S> Intrinsics; // the camera that made the shot
ReferenceFrame<S,RotationType> Extrinsics; // the position and orientation of the camera
Shot(Camera<S> c)
{
Intrinsics = c;
Extrinsics.SetIdentity();
}
Shot(Camera<S> c)
{
Intrinsics = c;
Extrinsics.SetIdentity();
}
Shot()
{
Extrinsics.SetIdentity();
}
Shot()
{
Extrinsics.SetIdentity();
}
/// GET the i-th axis of the coordinate system of the camera
vcg::Point3<S> Axis(const int & i)const;
/// GET the i-th axis of the coordinate system of the camera
vcg::Point3<S> Axis(const int & i)const;
/// GET the viewdir
const vcg::Point3<S> GetViewDir()const;
/// GET the viewpoint
const vcg::Point3<S> GetViewPoint()const;
/// SET the viewpoint
void SetViewPoint(const vcg::Point3<S> & viewpoint);
void SetViewPoint(const vcg::Point3<S> & viewpoint);
/// GET fov from focal
float GetFovFromFocal();
/// GET fov from focal
float GetFovFromFocal();
/// look at (point+up)
void LookAt(const vcg::Point3<S> & point,const vcg::Point3<S> & up);
/// look at (point+up)
void LookAt(const vcg::Point3<S> & point,const vcg::Point3<S> & up);
/// look at (opengl-like)
void LookAt(const S & eye_x,const S & eye_y,const S & eye_z,
const S & at_x,const S & at_y,const S & at_z,
const S & up_x,const S & up_y,const S & up_z);
/// look at (opengl-like)
void LookAt(const S & eye_x,const S & eye_y,const S & eye_z,
const S & at_x,const S & at_y,const S & at_z,
const S & up_x,const S & up_y,const S & up_z);
/// look towards (dir+up)
void LookTowards(const vcg::Point3<S> & z_dir,const vcg::Point3<S> & up);
/// look towards (dir+up)
void LookTowards(const vcg::Point3<S> & z_dir,const vcg::Point3<S> & up);
/// convert a 3d point from world to camera coordinates
vcg::Point3<S> ConvertWorldToCameraCoordinates(const vcg::Point3<S> & p) const;
/// convert a 3d point from world to camera coordinates (do not confuse with the Shot reference frame)
vcg::Point3<S> ConvertWorldToCameraCoordinates(const vcg::Point3<S> & p) const;
/// convert a 3d point from camera to world coordinates
vcg::Point3<S> ConvertCameraToWorldCoordinates(const vcg::Point3<S> & p) const;
/// convert a 3d point from camera (do not confuse with the Shot reference frame) to world coordinates
vcg::Point3<S> ConvertCameraToWorldCoordinates(const vcg::Point3<S> & p) const;
/// convert a 3d point from camera to world coordinates, uses inverse instead of trranspose
/// for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
vcg::Point3<S> ConvertCameraToWorldCoordinates_Substitute(const vcg::Point3<S> & p) const;
/* convert a 3d point from camera (do not confuse with the Shot reference frame) to world coordinates
* it uses inverse instead of transpose for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
*/
vcg::Point3<S> ConvertCameraToWorldCoordinates_Substitute(const vcg::Point3<S> & p) const;
/// project a 3d point from world coordinates to 2d camera viewport (pixel)
vcg::Point2<S> Project(const vcg::Point3<S> & p) const;
/// project a 3d point from world coordinates to 2d camera viewport (the value returned is in pixels)
vcg::Point2<S> Project(const vcg::Point3<S> & p) const;
/// inverse projection from 2d camera viewport (pixel) + Zdepth to 3d world coordinates
vcg::Point3<S> UnProject(const vcg::Point2<S> & p, const S & d) const;
/// inverse projection from 2d camera viewport (in pixels) to 3d world coordinates (it requires the original depth of the projected point)
vcg::Point3<S> UnProject(const vcg::Point2<S> & p, const S & d) const;
/// inverse projection from 2d camera viewport (pixel) + Zdepth to 3d world coordinates, uses inverse instead of trranspose
/// for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
vcg::Point3<S> UnProject_Substitute(const vcg::Point2<S> & p, const S & d) const;
/* inverse projection from 2d camera viewport (in pixels) to 3d world coordinates (it requires the original depth of the projected point)
* uses inverse instead of trranspose for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
*/
vcg::Point3<S> UnProject_Substitute(const vcg::Point2<S> & p, const S & d) const;
/// returns distance of point p from camera plane (z depth), used for unprojection
S Depth(const vcg::Point3<S> & p)const;
/// returns the distance of point p from camera plane (z depth), required for unprojection operation
S Depth(const vcg::Point3<S> & p)const;
// accessors
public:
/* Returns the matrix M such that
3dpoint_in_world_coordinates = M * 3dpoint_in_local_coordinates
*/
Matrix44<S> GetExtrinsicsToWorldMatrix() const {
Matrix44<S> rotM ;
Extrinsics.rot.ToMatrix(rotM);
return Matrix44<S>().SetTranslate(Extrinsics.tra) * rotM.transpose();
}
/* Returns the matrix M such that
3dpoint_in_world_coordinates = M * 3dpoint_in_local_coordinates
*/
Matrix44<S> GetExtrinsicsToWorldMatrix() const {
Matrix44<S> rotM ;
Extrinsics.rot.ToMatrix(rotM);
return Matrix44<S>().SetTranslate(Extrinsics.tra) * rotM.transpose();
}
/* Returns the matrix M such that
3dpoint_in_local_coordinates = M * 3dpoint_in_world_coordinates
*/
Matrix44<S> GetWorldToExtrinsicsMatrix() const {
Matrix44<S> rotM ;
Extrinsics.rot.ToMatrix(rotM);
return rotM * Matrix44<S>().SetTranslate(-Extrinsics.tra) ;
}
/* Returns the matrix M such that
3dpoint_in_local_coordinates = M * 3dpoint_in_world_coordinates
*/
Matrix44<S> GetWorldToExtrinsicsMatrix() const {
Matrix44<S> rotM ;
Extrinsics.rot.ToMatrix(rotM);
return rotM * Matrix44<S>().SetTranslate(-Extrinsics.tra) ;
}
/* multiply the current reference frame for the matrix passed
note: it is up to the caller to check the the matrix passed is a pure rototraslation
the matrix can have a scaling component, but is assumed uniform over the rows
*/
/* multiply the current reference frame for the matrix passed
note: it is up to the caller to check the the matrix passed is a pure rototraslation
*/
void MultMatrix( vcg::Matrix44<S> m44)
{
Extrinsics.tra = m44 * Extrinsics.tra;
m44[0][3] = m44[1][3] = m44[2][3] = 0.0; //set no translation
const S k = m44.GetRow3(0).Norm(); //compute scaling (assumed uniform)
Extrinsics.rot = Extrinsics.rot * m44.transpose() * (1/k);
Extrinsics.rot.ElementAt(3,3)=S(1.0); //fix back after scaling
}
/* multiply the current reference frame for the similarity passed
note: it is up to the caller to check the the matrix passed is a pure rototraslation
*/
void MultSimilarity( const Similarity<S> & s){ MultMatrix(s.Matrix());}
bool IsValid() const
{
return Intrinsics.PixelSizeMm[0]>0 && Intrinsics.PixelSizeMm[1]>0;
}
/* multiply the current reference frame for the similarity passed
note: it is up to the caller to check the the matrix passed is a pure rototraslation
*/
void MultSimilarity( const Similarity<S> & s){ MultMatrix(s.Matrix());}
bool IsValid() const
{
return Intrinsics.PixelSizeMm[0]>0 && Intrinsics.PixelSizeMm[1]>0;
}
}; // end class definition
@ -270,13 +278,13 @@ const vcg::Point3<S> Shot<S,RotationType>::GetViewDir() const
template <class S, class RotationType>
const vcg::Point3<S> Shot<S,RotationType>::GetViewPoint() const
{
return Extrinsics.tra;
return Extrinsics.tra;
}
/// SET the viewpoint
template <class S, class RotationType>
void Shot<S,RotationType>::SetViewPoint(const vcg::Point3<S> & viewpoint)
{
Extrinsics.SetTra( viewpoint );
Extrinsics.SetTra( viewpoint );
}
//---
@ -284,8 +292,8 @@ void Shot<S,RotationType>::SetViewPoint(const vcg::Point3<S> & viewpoint)
template <class S, class RotationType>
float Shot<S,RotationType>::GetFovFromFocal()
{
double viewportYMm= Intrinsics.PixelSizeMm[1]* Intrinsics.ViewportPx[1];
return 2*(vcg::math::ToDeg(atanf(viewportYMm/(2*Intrinsics.FocalMm))));
double viewportYMm= Intrinsics.PixelSizeMm[1]* Intrinsics.ViewportPx[1];
return 2*(vcg::math::ToDeg(atanf(viewportYMm/(2*Intrinsics.FocalMm))));
}
//---
@ -294,119 +302,119 @@ float Shot<S,RotationType>::GetFovFromFocal()
template <class S, class RotationType>
vcg::Point3<S> Shot<S,RotationType>::Axis(const int & i) const
{
vcg::Matrix44<S> m;
Extrinsics.rot.ToMatrix(m);
vcg::Point3<S> aa = m.GetRow3(i);
return aa;
vcg::Matrix44<S> m;
Extrinsics.rot.ToMatrix(m);
vcg::Point3<S> aa = m.GetRow3(i);
return aa;
}
/// look at (point+up)
template <class S, class RotationType>
void Shot<S,RotationType>::LookAt(const vcg::Point3<S> & z_dir,const vcg::Point3<S> & up)
{
LookTowards(z_dir-GetViewPoint(),up);
LookTowards(z_dir-GetViewPoint(),up);
}
/// look at (opengl-like)
template <class S, class RotationType>
void Shot<S,RotationType>::LookAt(const S & eye_x, const S & eye_y, const S & eye_z,
const S & at_x, const S & at_y, const S & at_z,
const S & up_x,const S & up_y,const S & up_z)
const S & at_x, const S & at_y, const S & at_z,
const S & up_x,const S & up_y,const S & up_z)
{
SetViewPoint(Point3<S>(eye_x,eye_y,eye_z));
LookAt(Point3<S>(at_x,at_y,at_z),Point3<S>(up_x,up_y,up_z));
SetViewPoint(Point3<S>(eye_x,eye_y,eye_z));
LookAt(Point3<S>(at_x,at_y,at_z),Point3<S>(up_x,up_y,up_z));
}
/// look towards
template <class S, class RotationType>
void Shot<S,RotationType>::LookTowards(const vcg::Point3<S> & z_dir,const vcg::Point3<S> & up)
{
vcg::Point3<S> x_dir = up ^-z_dir;
vcg::Point3<S> y_dir = -z_dir ^x_dir;
vcg::Point3<S> x_dir = up ^-z_dir;
vcg::Point3<S> y_dir = -z_dir ^x_dir;
Matrix44<S> m;
m.SetIdentity();
*(vcg::Point3<S> *)&m[0][0] = x_dir/x_dir.Norm();
*(vcg::Point3<S> *)&m[1][0] = y_dir/y_dir.Norm();
*(vcg::Point3<S> *)&m[2][0] = -z_dir/z_dir.Norm();
Matrix44<S> m;
m.SetIdentity();
*(vcg::Point3<S> *)&m[0][0] = x_dir/x_dir.Norm();
*(vcg::Point3<S> *)&m[1][0] = y_dir/y_dir.Norm();
*(vcg::Point3<S> *)&m[2][0] = -z_dir/z_dir.Norm();
Extrinsics.rot.FromMatrix(m);
Extrinsics.rot.FromMatrix(m);
}
//--- Space transformation methods
/// convert a 3d point from world to camera coordinates
/// convert a 3d point from world to camera coordinates (do not confuse with the Shot reference frame)
template <class S, class RotationType>
vcg::Point3<S> Shot<S,RotationType>::ConvertWorldToCameraCoordinates(const vcg::Point3<S> & p) const
{
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
vcg::Point3<S> cp = rotM * (p - GetViewPoint() );
cp[2]=-cp[2]; // note: camera reference system is right handed
return cp;
}
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
vcg::Point3<S> cp = rotM * (p - GetViewPoint() );
cp[2]=-cp[2];
return cp;
}
/// convert a 3d point from camera to world coordinates
/// convert a 3d point from camera coordinates (do not confuse with the Shot reference frame) to world coordinates
template <class S, class RotationType>
vcg::Point3<S> Shot<S,RotationType>::ConvertCameraToWorldCoordinates(const vcg::Point3<S> & p) const
{
Matrix44<S> rotM;
vcg::Point3<S> cp = p;
cp[2]=-cp[2]; // note: World reference system is left handed
Extrinsics.rot.ToMatrix(rotM);
cp = rotM.transpose() * cp + GetViewPoint();
return cp;
Matrix44<S> rotM;
vcg::Point3<S> cp = p;
cp[2]=-cp[2];
Extrinsics.rot.ToMatrix(rotM);
cp = rotM.transpose() * cp + GetViewPoint();
return cp;
}
/// convert a 3d point from camera to world coordinates, uses inverse instead of trranspose
/// for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
/// convert a 3d point from camera to world coordinates, uses inverse instead of trranspose for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
template <class S, class RotationType>
vcg::Point3<S> Shot<S,RotationType>::ConvertCameraToWorldCoordinates_Substitute(const vcg::Point3<S> & p) const
{
Matrix44<S> rotM;
vcg::Point3<S> cp = p;
cp[2]=-cp[2]; // note: World reference system is left handed
Extrinsics.rot.ToMatrix(rotM);
cp = Inverse(rotM) * cp + GetViewPoint(); // use invert istead of transpose to dela with non-rigid cases
return cp;
Matrix44<S> rotM;
vcg::Point3<S> cp = p;
cp[2]=-cp[2];
Extrinsics.rot.ToMatrix(rotM);
cp = Inverse(rotM) * cp + GetViewPoint();
return cp;
}
/// project a 3d point from world coordinates to 2d camera viewport (pixel)
/// project a 3d point from world coordinates to 2d camera viewport (the value returned is in pixel)
template <class S, class RotationType>
vcg::Point2<S> Shot<S,RotationType>::Project(const vcg::Point3<S> & p) const
{
Point3<S> cp = ConvertWorldToCameraCoordinates(p);
Point2<S> pp = Intrinsics.Project(cp);
Point2<S> vp = Intrinsics.LocalToViewportPx(pp);
return vp;
Point3<S> cp = ConvertWorldToCameraCoordinates(p);
Point2<S> pp = Intrinsics.Project(cp);
Point2<S> vp = Intrinsics.LocalToViewportPx(pp);
return vp;
}
/// inverse projection from 2d camera viewport (pixel) + Zdepth to 3d world coordinates
/// inverse projection from 2d camera viewport (in pixels) to 3d world coordinates (it requires the original depth of the point to unproject)
template <class S, class RotationType>
vcg::Point3<S> Shot<S,RotationType>::UnProject(const vcg::Point2<S> & p, const S & d) const
{
Point2<S> lp = Intrinsics.ViewportPxToLocal(p);
Point3<S> cp = Intrinsics.UnProject(lp,d);
Point3<S> wp = ConvertCameraToWorldCoordinates(cp);
return wp;
Point2<S> lp = Intrinsics.ViewportPxToLocal(p);
Point3<S> cp = Intrinsics.UnProject(lp,d);
Point3<S> wp = ConvertCameraToWorldCoordinates(cp);
return wp;
}
/// inverse projection from 2d camera viewport (pixel) + Zdepth to 3d world coordinates, uses inverse instead of trranspose
/// for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
/* inverse projection from 2d camera viewport (in pixels) to 3d world coordinates (it requires the original depth of the projected point)
* uses inverse instead of trranspose for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
*/
template <class S, class RotationType>
vcg::Point3<S> Shot<S,RotationType>::UnProject_Substitute(const vcg::Point2<S> & p, const S & d) const
{
Point2<S> lp = Intrinsics.ViewportPxToLocal(p);
Point3<S> cp = Intrinsics.UnProject(lp,d);
Point3<S> wp = ConvertCameraToWorldCoordinates_Substitute(cp);
return wp;
Point2<S> lp = Intrinsics.ViewportPxToLocal(p);
Point3<S> cp = Intrinsics.UnProject(lp,d);
Point3<S> wp = ConvertCameraToWorldCoordinates_Substitute(cp);
return wp;
}
/// returns distance of point p from camera plane (z depth), used for unprojection
/// returns the distance of point p from camera plane (z depth), required for unprojection operation
template <class S, class RotationType>
S Shot<S,RotationType>::Depth(const vcg::Point3<S> & p)const
{
return ConvertWorldToCameraCoordinates(p).Z();
return ConvertWorldToCameraCoordinates(p).Z();
}