// STD headers #include #include // VCG headers #include #include static double precision = 0.000000001; // 1e-9 double dist2(vcg::Point2d p1, vcg::Point2d p2) { double d = sqrt((p1[0] - p2[0]) * (p1[0] - p2[0]) + (p1[1] - p2[1]) * (p1[1] - p2[1])); return d; } double dist3(vcg::Point3d p1, vcg::Point3d p2) { double d = sqrt((p1[0] - p2[0]) * (p1[0] - p2[0]) + (p1[1] - p2[1]) * (p1[1] - p2[1]) + (p1[2] - p2[2]) * (p1[2] - p2[2])); return d; } double checkIdentity(vcg::Matrix44d M) { double d; d = (M.ElementAt(0,0) - 1.0) * (M.ElementAt(0,0) - 1.0) + M.ElementAt(0,1) * M.ElementAt(0,1) + M.ElementAt(0,2) * M.ElementAt(0,2) + M.ElementAt(0,3) * M.ElementAt(0,3); d += M.ElementAt(1,0) * M.ElementAt(1,0) + (M.ElementAt(1,1) - 1.0) * (M.ElementAt(1,1) - 1.0) + M.ElementAt(1,2) * M.ElementAt(1,2) + M.ElementAt(1,3) * M.ElementAt(1,3); d += M.ElementAt(2,0) * M.ElementAt(2,0) + M.ElementAt(2,1) * M.ElementAt(2,1) + (M.ElementAt(2,2) - 1.0) * (M.ElementAt(2,2) - 1.0) + M.ElementAt(2,3) * M.ElementAt(2,3); d += M.ElementAt(3,0) * M.ElementAt(3,0) + M.ElementAt(3,1) * M.ElementAt(3,1) + M.ElementAt(3,2) * M.ElementAt(3,2) + (M.ElementAt(3,3) - 1.0) * (M.ElementAt(3,3) - 1.0); return d; } // TEST1 - PROJECT A 3D POINT IN WORLD COORDINATE ON THE IMAGE PLANE /////////////////////////////////////////////////////////////////////////////// bool test1(vcg::Shotd shot1, vcg::Shotd shot2, vcg::Point3d p1, vcg::Point3d p2) { vcg::Point2d p1proj, p2proj; p1proj = shot1.Project(p1); p2proj = shot2.Project(p2); vcg::Point2d p1test(633.58101456110933, 327.22860336234237); vcg::Point2d p2test(289.02943695191425, 315.42715619973069); if (dist2(p1proj,p1test) > precision) return false; if (dist2(p2proj,p2test) > precision) return false; return true; } // TEST 2 - PROJECTION AND UNPROJECTION /////////////////////////////////////////////////////////////////////////////// bool test2(vcg::Shotd shot1, vcg::Shotd shot2, vcg::Point3d p1, vcg::Point3d p2) { vcg::Point2d p1proj, p2proj; p1proj = shot1.Project(p1); p2proj = shot2.Project(p2); vcg::Point3d p1unproj, p2unproj; vcg::Point3d pcam1, pcam2; pcam1 = shot1.ConvertWorldToCameraCoordinates(p1); p1unproj = shot1.UnProject(p1proj, pcam1[2]); pcam2 = shot2.ConvertWorldToCameraCoordinates(p2); p2unproj = shot2.UnProject(p2proj, pcam2[2]); if (dist3(p1, p1unproj) > precision) return false; if (dist3(p2, p2unproj) > precision) return false; return true; } // TEST 3 - DEPTH COMPUTATION /////////////////////////////////////////////////////////////////////////////// bool test3(vcg::Shotd shot1, vcg::Shotd shot2, vcg::Point3d p1, vcg::Point3d p2) { vcg::Point2d p1proj, p2proj; p1proj = shot1.Project(p1); p2proj = shot2.Project(p2); vcg::Point3d p1unproj, p2unproj; double depth1 = shot1.Depth(p1); double depth2 = shot2.Depth(p2); p1unproj = shot1.UnProject(p1proj, depth1); p2unproj = shot2.UnProject(p2proj, depth2); if (dist3(p1, p1unproj) > precision) return false; if (dist3(p2, p2unproj) > precision) return false; return true; } // TEST 4 - CAMERA CONVERSION - CONVERT FOCAL IN PIXELS IN FOCAL IN MM /////////////////////////////////////////////////////////////////////////////// bool test4(vcg::Shotd shot, vcg::Point3d p1) { vcg::Shotd shotpx = shot; // we assume focal is in pixels shotpx.Intrinsics.FocalMm = 1028.5949393128985805389837482; shotpx.Intrinsics.PixelSizeMm[0] = 1.0; shotpx.Intrinsics.PixelSizeMm[1] = 1.0; vcg::Point2d pproj; pproj = shotpx.Project(p1); vcg::Point2d p1proj; p1proj = shot.Project(p1); if(dist2(pproj, p1proj) > precision) return false; // CONVERSION - (ccd is assumed to be 35mm width) shot.ConvertFocalToMM(); p1proj = shotpx.Project(p1); if (dist2(pproj, p1proj) > precision) return false; return true; } // TEST 5 - CAMERA-SHOT MODIFICATION - CHANGE SCALE FACTOR OF THE WORLD /////////////////////////////////////////////////////////////////////////////// bool test5(vcg::Shotd shot, vcg::Point3d p1, vcg::Point3d p2) { vcg::Point2d p1projPX, p2projPX; p1projPX = shot.Project(p1); p2projPX = shot.Project(p2); vcg::Point2d p1proj, p2proj; p1proj = shot.Intrinsics.ViewportPxToLocal(p1projPX); p2proj = shot.Intrinsics.ViewportPxToLocal(p2projPX); vcg::Point2d diff; double distance_before_world_scaling; diff = (p2proj-p1proj); distance_before_world_scaling = diff.Norm(); // WORLD SCALING double scalefactor = 20.0; // adjust World 3D points p1 *= scalefactor; p2 *= scalefactor; shot.RescalingWorld(scalefactor); p1projPX = shot.Project(p1); p2projPX = shot.Project(p2); p1proj = shot.Intrinsics.ViewportPxToLocal(p1projPX); p2proj = shot.Intrinsics.ViewportPxToLocal(p2projPX); double distance_after_world_scaling; diff = (p2proj - p1proj); distance_after_world_scaling = diff.Norm(); if (std::fabs(distance_before_world_scaling - (distance_after_world_scaling / scalefactor)) > precision) return false; return true; } // TEST 6 - WORLD-TO-EXTRINSICS AND EXTRINSICS-TO-WORLD TRANSFORMATIONS bool test6(vcg::Shotd shot1, vcg::Shotd shot2, vcg::Point3d p1, vcg::Point3d p2) { vcg::Matrix44d WtoE1 = shot1.GetWorldToExtrinsicsMatrix(); vcg::Matrix44d WtoE2 = shot2.GetWorldToExtrinsicsMatrix(); vcg::Matrix44d EtoW1 = shot1.GetExtrinsicsToWorldMatrix(); vcg::Matrix44d EtoW2 = shot2.GetExtrinsicsToWorldMatrix(); vcg::Matrix44d I1 = WtoE1 * EtoW1; vcg::Matrix44d I2 = WtoE2 * EtoW2; vcg::Matrix44d I3 = EtoW1 * WtoE1; vcg::Matrix44d I4 = EtoW2 * WtoE2; if (checkIdentity(I1) > precision) return false; if (checkIdentity(I2) > precision) return false; if (checkIdentity(I3) > precision) return false; if (checkIdentity(I4) > precision) return false; vcg::Point3d axisX(1.0, 0.0, 0.0); vcg::Point3d axisY(0.0, 1.0, 0.0); vcg::Point3d axisZ(0.0, 0.0, 1.0); vcg::Point3d vx = EtoW1 * axisX; vcg::Point3d vy = EtoW1 * axisY; vcg::Point3d vz = EtoW1 * axisZ; if (dist3(vx, shot1.Extrinsics.Tra() + shot1.Extrinsics.Rot().GetRow3(0)) > precision) return false; if (dist3(vy, shot1.Extrinsics.Tra() + shot1.Extrinsics.Rot().GetRow3(1)) > precision) return false; if (dist3(vz, shot1.Extrinsics.Tra() + shot1.Extrinsics.Rot().GetRow3(2)) > precision) return false; return true; } // TEST 7 - SHOT MODIFICATION - ROTATION + TRANSLATION /////////////////////////////////////////////////////////////////////////////// bool test7(vcg::Shotd shot1, vcg::Point3d p1, vcg::Point3d p2) { // pure translation vcg::Matrix44d T; T.SetZero(); T.ElementAt(0,3) = 20.0; T.ElementAt(1,3) = 20.0; T.ElementAt(2,3) = 20.0; T.ElementAt(3,3) = 1.0; vcg::Point2d p1proj = shot1.Project(p1); vcg::Point3d tr(T.ElementAt(0,3), T.ElementAt(1,3), T.ElementAt(2,3)); vcg::Point3d pt = p1 + tr; shot1.ApplyRigidTransformation(T); vcg::Point2d ptproj = shot1.Project(pt); if (dist2(p1proj, ptproj) > precision) return false; // pure rotation vcg::Matrix44d R; R.SetZero(); R.ElementAt(0,2) = 1.0; R.ElementAt(1,1) = 1.0; R.ElementAt(2,0) = -1.0; R.ElementAt(3,3) = 1.0; vcg::Point3d pr = R * p1; shot1.ApplyRigidTransformation(R); vcg::Point2d prproj = shot1.Project(pr); if (dist2(p1proj, prproj) > precision) return false; // roto-translation vcg::Matrix44d RT = T * R; vcg::Point3d prt = R * p1 + tr; shot1.ApplyRigidTransformation(R); vcg::Point2d prtproj = shot1.Project(prt); if (dist2(p1proj, prtproj) > precision) return false; return true; } // TEST 8 - SHOT MODIFICATION - ROTATION + TRANSLATION /////////////////////////////////////////////////////////////////////////////// bool test8(vcg::Shotd shot1, vcg::Shotd shot2, vcg::Point3d p1, vcg::Point3d p2) { // put shot1 reference frame into the origin of the World coordinates system vcg::Matrix44d M = shot1.GetWorldToExtrinsicsMatrix(); // NOTE: The roto-translation which maps the point p in World coordinates to the Shot frame // applied to the frame bring it in the world frame. shot1.ApplyRigidTransformation(M); // then, put in the shot2 reference frame M = shot2.GetExtrinsicsToWorldMatrix(); shot1.ApplyRigidTransformation(M); // test.. vcg::Point2d p1proj1, p2proj1, p1proj2, p2proj2; p1proj1 = shot1.Project(p1); p1proj2 = shot2.Project(p1); p2proj1 = shot1.Project(p2); p2proj2 = shot2.Project(p2); if (dist2(p1proj1, p1proj2) > precision) return false; if (dist2(p2proj1, p2proj2) > precision) return false; return true; } // TEST 9 - SHOT MODIFICATION - ROTATION + TRANSLATION /////////////////////////////////////////////////////////////////////////////// bool test9(vcg::Shotd shot1, vcg::Shotd shot2, vcg::Point3d p1, vcg::Point3d p2) { vcg::Matrix44d M1 = shot1.GetExtrinsicsToWorldMatrix(); vcg::Matrix44d M2 = shot2.GetWorldToExtrinsicsMatrix(); vcg::Matrix44d M; M = M2 * M1; // is the roto-translation that maps a point in the frame of Shot1 in a point in the frame of Shot2 // BUT M2 brings the frame of Shot2 in the World system and M1 brings the World system in the Shot1 reference frame // HENCE the combined roto-translation which maps the frame of Shot2 in the frame of Shot2 is M1 * M2 (!!!) vcg::Matrix44d Mframe = M1 * M2; // apply it.. shot2.ApplyRigidTransformation(Mframe); // and test it.. vcg::Point2d p1proj1, p2proj1, p1proj2, p2proj2; p1proj1 = shot1.Project(p1); p1proj2 = shot2.Project(p1); p2proj1 = shot1.Project(p2); p2proj2 = shot2.Project(p2); if (dist2(p1proj1, p1proj2) > precision) return false; if (dist2(p2proj1, p2proj2) > precision) return false; return true; } int main() { vcg::Point3d p1(20.0, 25.0, 10.0); vcg::Point3d p2(-6.0, 25.0, 50.0); vcg::Shotd shot1; vcg::Shotd shot2; // Initialize camera 1 (C1) shot1.Intrinsics.cameraType = vcg::Camera::PERSPECTIVE; shot1.Intrinsics.FocalMm = 30.0; shot1.Intrinsics.CenterPx[0] = 600.0; shot1.Intrinsics.CenterPx[1] = 400.0; shot1.Intrinsics.ViewportPx[0] = 1200; shot1.Intrinsics.ViewportPx[1] = 800; shot1.Intrinsics.PixelSizeMm[0] = 0.029166; shot1.Intrinsics.PixelSizeMm[1] = 0.029166; // no distorion is assumed (!) shot1.Intrinsics.DistorCenterPx[0] = shot1.Intrinsics.DistorCenterPx[1] = 0.0; shot1.Intrinsics.k[0] = 0.0; shot1.Intrinsics.k[1] = 0.0; shot1.Intrinsics.k[2] = 0.0; shot1.Intrinsics.k[3] = 0.0; vcg::Matrix44d R1; // -10 degree around Y axis double deg2rad = 0.01745329251994329576923690768489; R1.ElementAt(0,0) = std::cos(-10.0*deg2rad); R1.ElementAt(0,1) = 0.0; R1.ElementAt(0,2) = std::sin(-10.0*deg2rad); R1.ElementAt(0,3) = 0.0; R1.ElementAt(1,0) = 0.0; R1.ElementAt(1,1) = 1.0; R1.ElementAt(1,2) = 0.0; R1.ElementAt(1,3) = 0.0; R1.ElementAt(2,0) = -std::sin(-10.0*deg2rad); R1.ElementAt(2,1) = 0.0; R1.ElementAt(2,2) = std::cos(-10.0*deg2rad); R1.ElementAt(2,3) = 0.0; R1.ElementAt(3,0) = 0.0; R1.ElementAt(3,1) = 0.0; R1.ElementAt(3,2) = 0.0; R1.ElementAt(3,3) = 1.0; vcg::Point3d T1(30.0, 30.0, 80.0); shot1.Extrinsics.SetTra(T1); shot1.Extrinsics.SetRot(R1); // Initialize camera 2 (C2) shot2.Intrinsics.cameraType = vcg::Camera::PERSPECTIVE; shot2.Intrinsics.FocalMm = 30.0; shot2.Intrinsics.CenterPx[0] = 600.0; shot2.Intrinsics.CenterPx[1] = 400.0; shot2.Intrinsics.ViewportPx[0] = 1200; shot2.Intrinsics.ViewportPx[1] = 800; shot2.Intrinsics.PixelSizeMm[0] = 0.029166; shot2.Intrinsics.PixelSizeMm[1] = 0.029166; // no distortion is assumed (!) shot2.Intrinsics.DistorCenterPx[0] = shot2.Intrinsics.DistorCenterPx[1] = 0.0; shot2.Intrinsics.k[0] = 0.0; shot2.Intrinsics.k[1] = 0.0; shot2.Intrinsics.k[2] = 0.0; shot2.Intrinsics.k[3] = 0.0; vcg::Matrix44d R2; // 18 degree around Y axis (+ 180 degree for the correct orientation of the camera) R2.ElementAt(0,0) = std::cos(-45.0*deg2rad); R2.ElementAt(0,1) = 0.0; R2.ElementAt(0,2) = std::sin(-45.0*deg2rad); R2.ElementAt(0,3) = 0.0; R2.ElementAt(1,0) = 0.0; R2.ElementAt(1,1) = 1.0; R2.ElementAt(1,2) = 0.0; R2.ElementAt(1,3) = 0.0; R2.ElementAt(2,0) = -std::sin(-45.0*deg2rad); R2.ElementAt(2,1) = 0.0; R2.ElementAt(2,2) = std::cos(-45.0*deg2rad); R2.ElementAt(2,3) = 0.0; R2.ElementAt(3,0) = 0.0; R2.ElementAt(3,1) = 0.0; R2.ElementAt(3,2) = 0.0; R2.ElementAt(3,3) = 1.0; vcg::Point3d T2(50.0, 30.0, 80.0); shot2.Extrinsics.SetTra(T2); shot2.Extrinsics.SetRot(R2); // TEST 1 - project a 3D point in World coordinates on the image plane if (test1(shot1, shot2, p1, p2)) { std::cout << "TEST 1 (projection) - PASSED(!)" << std::endl; } else std::cout << "TEST 1 (projection) - FAILED(!)" << std::endl; // TEST 2 - projection and unprojection if (test2(shot1, shot2, p1, p2)) { std::cout << "TEST 2 (unprojection) - PASSED(!)" << std::endl; } else { std::cout << "TEST 2 (unprojection) - FAILED(!)" << std::endl; } // TEST 3 - DEPTH COMPUTATION if (test3(shot1, shot2, p1, p2)) { std::cout << "TEST 3 (depth computation) - PASSED(!)" << std::endl; } else { std::cout << "TEST 3 (depth computation) - FAILED(!)" << std::endl; } // TEST 4 - CAMERA CONVERSION - CONVERT FOCAL IN PIXELS IN FOCAL IN MM if (test4(shot1, p1)) { std::cout << "TEST 4 (focal in px to focal in mm) - PASSED(!)" << std::endl; } else { std::cout << "TEST 4 (focal in px to focal in mm) - FAILED(!)" << std::endl; } // TEST 5 - CAMERA-SHOT MODIFICATION - CHANGE SCALE FACTOR OF THE WORLD if (test5(shot1, p1, p2)) { std::cout << "TEST 5 (scaling the World) - PASSED(!)" << std::endl; } else { std::cout << "TEST 5 (scaling the World) - FAILED(!)" << std::endl; } // TEST 6 - WORLD-TO-EXTRINSICS AND EXTRINSICS-TO-WORLD TRANSFORMATIONS if (test6(shot1, shot2, p1, p2)) { std::cout << "TEST 6 (World-to-Extrinsics and Extrinsics-to-World) - PASSED(!)" << std::endl; } else { std::cout << "TEST 6 (World-to-Extrinsics and Extrinsics-to-World) - FAILE(!)" << std::endl; } // TEST 7 - SHOT MODIFICATION - ROTO-TRANSLATION OF THE SHOT COORDINATES SYSTEM if (test7(shot1, p1, p2)) { std::cout << "TEST 7 (roto-translation of the Shot coordinates system) - PASSED(!)" << std::endl; } else { std::cout << "TEST 7 (roto-translation of the Shot coordinates system) - FAILED(!)" << std::endl; } // TEST 7 - SHOT MODIFICATION - ROTO-TRANSLATION OF THE SHOT COORDINATES SYSTEM if (test8(shot1, shot2, p1, p2)) { std::cout << "TEST 8 (roto-translation of the Shot coordinates system) - PASSED(!)" << std::endl; } else { std::cout << "TEST 8 (roto-translation of the Shot coordinates system) - FAILED(!)" << std::endl; } // TEST 9 - SHOT MODIFICATION - ROTO-TRANSLATION OF THE SHOT COORDINATES SYSTEM if (test9(shot1, shot2, p1, p2)) { std::cout << "TEST 9 (roto-translation of the Shot coordinates system) - PASSED(!)" << std::endl; } else { std::cout << "TEST 9 (roto-translation of the Shot coordinates system) - FAILED(!)" << std::endl; } return 0; }