How to calculate perspective transform for OpenCV from rotation angles?

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I want to calculate perspective transform (a matrix for warpPerspective function) starting from angles of rotation and distance to the object.

How to do that?

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3条回答
  •  日久生厌
    2020-12-02 14:35

    I have had the luxury of time to think out both math and code. I did this a year or two ago. I even typeset this in beautiful LaTeX.

    I intentionally designed my solution so that no matter what rotation angles are provided, the entire input image is contained, centered, within the output frame, which is otherwise black.

    The arguments to my warpImage function are rotation angles in all 3 axes, the scale factor and the vertical field-of-view angle. The function outputs the warp matrix, the output image and the corners of the source image within the output image.

    The Math (for code, look below)

    Page 1 enter image description here

    The LaTeX source code is here.

    The Code (for math, look above)

    Here is a test application that warps the camera

    #include 
    #include 
    #include 
    #include 
    
    
    using namespace cv;
    using namespace std;
    
    
    static double rad2Deg(double rad){return rad*(180/M_PI);}//Convert radians to degrees
    static double deg2Rad(double deg){return deg*(M_PI/180);}//Convert degrees to radians
    
    
    
    
    void warpMatrix(Size   sz,
                    double theta,
                    double phi,
                    double gamma,
                    double scale,
                    double fovy,
                    Mat&   M,
                    vector* corners){
        double st=sin(deg2Rad(theta));
        double ct=cos(deg2Rad(theta));
        double sp=sin(deg2Rad(phi));
        double cp=cos(deg2Rad(phi));
        double sg=sin(deg2Rad(gamma));
        double cg=cos(deg2Rad(gamma));
    
        double halfFovy=fovy*0.5;
        double d=hypot(sz.width,sz.height);
        double sideLength=scale*d/cos(deg2Rad(halfFovy));
        double h=d/(2.0*sin(deg2Rad(halfFovy)));
        double n=h-(d/2.0);
        double f=h+(d/2.0);
    
        Mat F=Mat(4,4,CV_64FC1);//Allocate 4x4 transformation matrix F
        Mat Rtheta=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 rotation matrix around Z-axis by theta degrees
        Mat Rphi=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 rotation matrix around X-axis by phi degrees
        Mat Rgamma=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 rotation matrix around Y-axis by gamma degrees
    
        Mat T=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 translation matrix along Z-axis by -h units
        Mat P=Mat::zeros(4,4,CV_64FC1);//Allocate 4x4 projection matrix
    
        //Rtheta
        Rtheta.at(0,0)=Rtheta.at(1,1)=ct;
        Rtheta.at(0,1)=-st;Rtheta.at(1,0)=st;
        //Rphi
        Rphi.at(1,1)=Rphi.at(2,2)=cp;
        Rphi.at(1,2)=-sp;Rphi.at(2,1)=sp;
        //Rgamma
        Rgamma.at(0,0)=Rgamma.at(2,2)=cg;
        Rgamma.at(0,2)=-sg;Rgamma.at(2,0)=sg;
    
        //T
        T.at(2,3)=-h;
        //P
        P.at(0,0)=P.at(1,1)=1.0/tan(deg2Rad(halfFovy));
        P.at(2,2)=-(f+n)/(f-n);
        P.at(2,3)=-(2.0*f*n)/(f-n);
        P.at(3,2)=-1.0;
        //Compose transformations
        F=P*T*Rphi*Rtheta*Rgamma;//Matrix-multiply to produce master matrix
    
        //Transform 4x4 points
        double ptsIn [4*3];
        double ptsOut[4*3];
        double halfW=sz.width/2, halfH=sz.height/2;
    
        ptsIn[0]=-halfW;ptsIn[ 1]= halfH;
        ptsIn[3]= halfW;ptsIn[ 4]= halfH;
        ptsIn[6]= halfW;ptsIn[ 7]=-halfH;
        ptsIn[9]=-halfW;ptsIn[10]=-halfH;
        ptsIn[2]=ptsIn[5]=ptsIn[8]=ptsIn[11]=0;//Set Z component to zero for all 4 components
    
        Mat ptsInMat(1,4,CV_64FC3,ptsIn);
        Mat ptsOutMat(1,4,CV_64FC3,ptsOut);
    
        perspectiveTransform(ptsInMat,ptsOutMat,F);//Transform points
    
        //Get 3x3 transform and warp image
        Point2f ptsInPt2f[4];
        Point2f ptsOutPt2f[4];
    
        for(int i=0;i<4;i++){
            Point2f ptIn (ptsIn [i*3+0], ptsIn [i*3+1]);
            Point2f ptOut(ptsOut[i*3+0], ptsOut[i*3+1]);
            ptsInPt2f[i]  = ptIn+Point2f(halfW,halfH);
            ptsOutPt2f[i] = (ptOut+Point2f(1,1))*(sideLength*0.5);
        }
    
        M=getPerspectiveTransform(ptsInPt2f,ptsOutPt2f);
    
        //Load corners vector
        if(corners){
            corners->clear();
            corners->push_back(ptsOutPt2f[0]);//Push Top Left corner
            corners->push_back(ptsOutPt2f[1]);//Push Top Right corner
            corners->push_back(ptsOutPt2f[2]);//Push Bottom Right corner
            corners->push_back(ptsOutPt2f[3]);//Push Bottom Left corner
        }
    }
    
    void warpImage(const Mat &src,
                   double    theta,
                   double    phi,
                   double    gamma,
                   double    scale,
                   double    fovy,
                   Mat&      dst,
                   Mat&      M,
                   vector &corners){
        double halfFovy=fovy*0.5;
        double d=hypot(src.cols,src.rows);
        double sideLength=scale*d/cos(deg2Rad(halfFovy));
    
        warpMatrix(src.size(),theta,phi,gamma, scale,fovy,M,&corners);//Compute warp matrix
        warpPerspective(src,dst,M,Size(sideLength,sideLength));//Do actual image warp
    }
    
    
    int main(void){
        int c = 0;
        Mat m, disp, warp;
        vector corners;
        VideoCapture cap(0);
    
        while(c != 033 && cap.isOpened()){
            cap >> m;
            warpImage(m, 5, 50, 0, 1, 30, disp, warp, corners);
            imshow("Disp", disp);
            c = waitKey(1);
        }
    }
    

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