vcglib/apps/test/camerashot/camerashot_test.cpp

598 lines
17 KiB
C++

// STD headers
#include <iostream>
#include <assert.h>
// VCG headers
#include <vcg/math/camera.h>
#include <vcg/math/shot.h>
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 (vcg::math::Abs(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)
{
// store data
vcg::Matrix44d Rorig = shot1.Extrinsics.Rot();
vcg::Point3d Torig = shot1.Extrinsics.Tra();
// pure translation
vcg::Matrix44d T;
T.SetIdentity();
T.ElementAt(0,3) = 10.0;
T.ElementAt(1,3) = 10.0;
T.ElementAt(2,3) = 10.0;
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;
// restore the original reference frame to test another transformation
shot1.Extrinsics.SetTra(Torig);
shot1.Extrinsics.SetRot(Rorig);
// 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;
// restore the original reference frame to test another transformation
shot1.Extrinsics.SetTra(Torig);
shot1.Extrinsics.SetRot(Rorig);
// roto-translation
vcg::Matrix44d RT = T * R;
vcg::Point3d prt = R * p1 + tr;
shot1.ApplyRigidTransformation(RT);
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;
}
// TEST 10 - SHOT MODIFICATION - SIMILARITY
///////////////////////////////////////////////////////////////////////////////
bool test10(vcg::Shotd shot1, vcg::Shotd shot2, vcg::Point3d p1, vcg::Point3d p2)
{
vcg::Point2d p1proj = shot1.Project(p1);
// store data
vcg::Matrix44d Rorig = shot1.Extrinsics.Rot();
vcg::Point3d Torig = shot1.Extrinsics.Tra();
// pure translation
vcg::Matrix44d T;
T.SetIdentity();
T.ElementAt(0,3) = 10.0;
T.ElementAt(1,3) = 10.0;
T.ElementAt(2,3) = 10.0;
T.ElementAt(3,3) = 1.0;
vcg::Point3d tr(T.ElementAt(0,3), T.ElementAt(1,3), T.ElementAt(2,3));
// 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;
// scaling
vcg::Matrix44d S;
double scale = 10.0;
S.SetIdentity();
S *= scale;
S.ElementAt(3,3) = 1.0;
vcg::Point3d psim = R * S * p1 + tr;
vcg::Matrix44d SRT = T * R * S;
shot1.ApplySimilarity(SRT);
vcg::Point2d psimproj = shot1.Project(psim);
if (dist2(p1proj, psimproj) > precision)
return false;
// restore the original reference frame to test another transformation
shot1.Extrinsics.SetTra(Torig);
shot1.Extrinsics.SetRot(Rorig);
vcg::Similarityd sm;
double pihalf = 3.1415926535897932384626433832795 / 2.0;
sm.SetRotate(pihalf, vcg::Point3d(0.0,1.0,0.0));
sm.sca = scale;
sm.tra = tr;
shot1.ApplySimilarity(sm);
psimproj = shot1.Project(psim);
if (dist2(p1proj, psimproj) > 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<double>::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) = vcg::math::Cos(-10.0*deg2rad);
R1.ElementAt(0,1) = 0.0;
R1.ElementAt(0,2) = vcg::math::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) = -vcg::math::Sin(-10.0*deg2rad);
R1.ElementAt(2,1) = 0.0;
R1.ElementAt(2,2) = vcg::math::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<double>::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) = vcg::math::Cos(-45.0*deg2rad);
R2.ElementAt(0,1) = 0.0;
R2.ElementAt(0,2) = vcg::math::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) = -vcg::math::Sin(-45.0*deg2rad);
R2.ElementAt(2,1) = 0.0;
R2.ElementAt(2,2) = vcg::math::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;
}
// TEST 10 - SHOT MODIFICATION - SIMILARITY TRANSFORMATION
if (test10(shot1, shot2, p1, p2))
{
std::cout << "TEST 10 (similarity transform of the Shot coordinates system) - PASSED(!)" << std::endl;
}
else
{
std::cout << "TEST 10 (similarity transform of the Shot coordinates system) - FAILED(!)" << std::endl;
}
return 0;
}