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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  • I have gotten the similar problem. It problem turns out to be that after backprojection into 3D coordinates, since we don't have the intrinsic parameters of the camera, we use some guess value or even 1 as in your matrix A1. During Rotation this could result in the image plane on the "wrong side" of the image plane, having negative depth value (z < 0) . After projection, when you divide your coordinates with z you get something weird like what you have shown.

    So the solution turned out to be scale the focallength to be something relative to your image size.

    say your image has dimension (H, W), set focallength to be for example H/3. In this case your A1 will be

    [H/3, 0, W/2]
    [0, H/3, H/2]
    [0,   0,   1]
    
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  • 2020-12-02 14:28

    Here's my Java conversion of the popular C++ example code answer. I have no way of knowing the veracity of this Java code, the original C++ code or the underlying equations, nor what the several comments about tweaking the equations mean other than to say it seems to work. This was for experimental purposes for playing with image processing with high school students.

    package app;
    
    import java.util.Arrays;
    import java.util.stream.Collectors;
    
    import org.opencv.highgui.HighGui;
    import org.opencv.core.Core;
    import org.opencv.core.CvType;
    import org.opencv.core.Size;
    import org.opencv.imgcodecs.Imgcodecs;
    import org.opencv.core.Point;
    import org.opencv.core.Mat;
    import org.opencv.core.MatOfPoint2f;
    import org.opencv.imgproc.Imgproc;
    import org.opencv.videoio.VideoCapture;
    
    public class App {
        static {
            System.loadLibrary(Core.NATIVE_LIBRARY_NAME); // Load the native library.
        }
    
        static void warpMatrix(Size   sz,
                        double theta,
                        double phi,
                        double gamma,
                        double scale,
                        double fovy,
                        Mat   M,
                        MatOfPoint2f corners) {
    
            double st=Math.sin(Math.toRadians(theta));
            double ct=Math.cos(Math.toRadians(theta));
            double sp=Math.sin(Math.toRadians(phi));
            double cp=Math.cos(Math.toRadians(phi));
            double sg=Math.sin(Math.toRadians(gamma));
            double cg=Math.cos(Math.toRadians(gamma));
    
            double halfFovy=fovy*0.5;
            double d=Math.hypot(sz.width,sz.height);
            double sideLength=scale*d/Math.cos(Math.toRadians(halfFovy));
            double h=d/(2.0*Math.sin(Math.toRadians(halfFovy)));
            double n=h-(d/2.0);
            double f=h+(d/2.0);
    
            Mat F=new Mat(4,4, CvType.CV_64FC1);//Allocate 4x4 transformation matrix F
            Mat Rtheta=Mat.eye(4,4, CvType.CV_64FC1);//Allocate 4x4 rotation matrix around Z-axis by theta degrees
            Mat Rphi=Mat.eye(4,4, CvType.CV_64FC1);//Allocate 4x4 rotation matrix around X-axis by phi degrees
            Mat Rgamma=Mat.eye(4,4, CvType.CV_64FC1);//Allocate 4x4 rotation matrix around Y-axis by gamma degrees
    
            Mat T=Mat.eye(4,4, CvType.CV_64FC1);//Allocate 4x4 translation matrix along Z-axis by -h units
            Mat P=Mat.zeros(4,4, CvType.CV_64FC1);//Allocate 4x4 projection matrix
                                                    // zeros instead of eye as in github manisoftwartist/perspectiveproj
    
            //Rtheta Z
            Rtheta.put(0,0, ct);
            Rtheta.put(1,1, ct);
            Rtheta.put(0,1, -st);
            Rtheta.put(1,0, st);
            //Rphi X
            Rphi.put(1,1, cp);
            Rphi.put(2,2, cp);
            Rphi.put(1,2, -sp);
            Rphi.put(2,1, sp);
            //Rgamma Y
            Rgamma.put(0,0, cg);
            Rgamma.put(2,2, cg);
            Rgamma.put(0,2, -sg); // sign reversed? Math different convention than computer graphics according to Wikipedia
            Rgamma.put(2,0, sg);
            //T
            T.put(2,3, -h);
            //P Perspective Matrix (see also in computer vision a camera matrix or (camera) projection matrix is a 3x4 matrix which describes the mapping of a pinhole camera from 3D points in the world to 2D points in an image.)
            P.put(0,0, 1.0/Math.tan(Math.toRadians(halfFovy)));
            P.put(1,1, 1.0/Math.tan(Math.toRadians(halfFovy)));
            P.put(2,2, -(f+n)/(f-n));
            P.put(2,3, -(2.0*f*n)/(f-n));
            P.put(3,2, -1.0);
            System.out.println("P " + P.dump());
            System.out.println("T " + T.dump());
            System.out.println("Rphi " + Rphi.dump());
            System.out.println("Rtheta " + Rtheta.dump());
            System.out.println("Rgamma " + Rgamma.dump());
            //Compose transformations
            //F=P*T*Rphi*Rtheta*Rgamma;//Matrix-multiply to produce master matrix
            //gemm(Mat src1, Mat src2, double alpha, Mat src3, double beta, Mat dst)
            //dst = alpha*src1.t()*src2 + beta*src3.t(); // w or w/o the .t() transpose
            // D=α∗AB+β∗C
            Mat F1 = new Mat();
            Mat F2 = new Mat();
            Mat F3 = new Mat();
            Core.gemm(P, T, 1, new Mat(), 0, F1);
            Core.gemm(F1, Rphi, 1, new Mat(), 0, F2);
            Core.gemm(F2, Rtheta, 1, new Mat(), 0, F3);
            Core.gemm(F3, Rgamma, 1, new Mat(), 0, F);
            P.release();
            T.release();
            Rphi.release();
            Rtheta.release();
            Rgamma.release();
            F1.release();
            F2.release();
            F3.release();
    
            //Transform 4x4 points
            double[] ptsIn = new double[4*3];
            double[] ptsOut = new double[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 = new Mat(1,4,CvType.CV_64FC3);
            ptsInMat.put(0,0, ptsIn);
    
            Mat ptsOutMat = new Mat(1,4,CvType.CV_64FC3);
    
            System.out.println("ptsInMat " + ptsInMat + " " + ptsInMat.dump());
            System.out.println("F " + F + " " + F.dump());
            Core.perspectiveTransform(ptsInMat, ptsOutMat, F);//Transform points
            System.out.println("ptsOutMat " + ptsOutMat + " " + ptsOutMat.dump());
            ptsInMat.release();
            F.release();
            ptsOutMat.get(0, 0, ptsOut);
            ptsOutMat.release();
            System.out.println(toString(ptsOut));
            System.out.println(halfW + " " + halfH);
    
            //Get 3x3 transform and warp image
            Point[] ptsInPt2f = new Point[4];
            Point[] ptsOutPt2f = new Point[4];
            for(int i=0;i<4;i++){
                ptsInPt2f[i] = new Point(0, 0);
                ptsOutPt2f[i] = new Point(0, 0);
                System.out.println(i);
                System.out.println("points " + ptsIn [i*3+0] + " " + ptsIn [i*3+1]);
                Point ptIn = new Point(ptsIn [i*3+0], ptsIn [i*3+1]);
                Point ptOut = new Point(ptsOut[i*3+0], ptsOut[i*3+1]);
    
                ptsInPt2f[i].x  = ptIn.x+halfW;
                ptsInPt2f[i].y  = ptIn.y+halfH;
    
                ptsOutPt2f[i].x = (ptOut.x+1) * sideLength*0.5;
                ptsOutPt2f[i].y = (ptOut.y+1) * sideLength*0.5;
               System.out.println("ptsOutPt2f " + ptsOutPt2f[i]);
            }  
    
            Mat ptsInPt2fTemp =  Mat.zeros(4,1,CvType.CV_32FC2);
            ptsInPt2fTemp.put(0, 0,
                ptsInPt2f[0].x,ptsInPt2f[0].y,
                ptsInPt2f[1].x,ptsInPt2f[1].y,
                ptsInPt2f[2].x,ptsInPt2f[2].y,
                ptsInPt2f[3].x,ptsInPt2f[3].y);
    
            Mat ptsOutPt2fTemp = Mat.zeros(4,1,CvType.CV_32FC2);
            ptsOutPt2fTemp.put(0, 0,
                ptsOutPt2f[0].x,ptsOutPt2f[0].y,
                ptsOutPt2f[1].x,ptsOutPt2f[1].y,
                ptsOutPt2f[2].x,ptsOutPt2f[2].y,
                ptsOutPt2f[3].x,ptsOutPt2f[3].y);
    
            System.out.println("ptsInPt2fTemp " + ptsInPt2fTemp.dump());
            System.out.println("ptsOutPt2fTemp " + ptsOutPt2fTemp.dump());
            Mat warp=Imgproc.getPerspectiveTransform(ptsInPt2fTemp, ptsOutPt2fTemp);
            warp.copyTo(M);
            ptsInPt2fTemp.release();
            warp.release();
    
            //Load corners vector
            if(corners != null)
            {
                corners.put(0,0, ptsOutPt2f[0].x, ptsOutPt2f[0].y//Push Top Left corner
                , ptsOutPt2f[1].x, ptsOutPt2f[1].y//Push Top Right corner
                , ptsOutPt2f[2].x, ptsOutPt2f[2].y//Push Bottom Right corner
                , ptsOutPt2f[3].x, ptsOutPt2f[3].y);//Push Bottom Left corner
            }
            ptsOutPt2fTemp.release();
            System.out.println("corners " + corners + " " + corners.dump());
        }
    
        static void warpImage(Mat src,
                       double    theta,
                       double    phi,
                       double    gamma,
                       double    scale,
                       double    fovy,
                       Mat      dst,
                       Mat      M,
                       MatOfPoint2f corners){
            double halfFovy=fovy*0.5;
            double d=Math.hypot(src.cols(),src.rows());
            double sideLength=scale*d/Math.cos(Math.toRadians(halfFovy));
            System.out.println("d " + d + ", sideLength " + sideLength);
            warpMatrix(src.size(), theta, phi, gamma, scale, fovy, M, corners);//Compute warp matrix
            System.out.println("M " + M + " " + M.dump());
            Imgproc.warpPerspective(src, dst, M, new Size(sideLength,sideLength));//Do actual image warp
        }
    
        public static void main(String[] args)
        {
            int c = 0;
            Mat m = new Mat();
            Mat disp = new Mat();
            Mat warp = new Mat();
            MatOfPoint2f corners = new MatOfPoint2f(new Point(0,0),new Point(0,0),new Point(0,0),new Point(0,0));
    
            String filename = "lena.jpg";
            m = Imgcodecs.imread(filename, Imgcodecs.IMREAD_COLOR);
            if (m.empty()) {
                System.out.println("Error opening image");
                System.exit(-1);
            }
    
            double scale = 1.;
            double fovy = 53.;
            double halfFovy=fovy*0.5;
    
            VideoCapture cap;
            cap = new VideoCapture();
            cap.open(0);
            cap.read(m);
            warpImage(m, 5, 50, 0, 1, 30, disp, warp, corners); // fovy = rad2deg(arctan2(640,480)) = 53 ??
    
            while(true) {
                cap.read(m);
                double d=Math.hypot(m.cols(),m.rows());
                double sideLength=scale*d/Math.cos(Math.toRadians(halfFovy));
                Imgproc.warpPerspective(m, disp, warp, new Size(sideLength,sideLength));//Do actual image warp
                HighGui.imshow("Disp", disp);
                HighGui.imshow("Orig", m);
                c = HighGui.waitKey(25);
                if (c != -1) break;
            }
    
            m.release();
            disp.release();
            warp.release();
            corners.release();
            System.exit(0);
        }
    
        static String toString(double[] array) {
            return Arrays.stream(array)
                    .mapToObj(i -> String.format("%5.2f", i))
                    .collect(Collectors.joining(", ", "[", "]"));
                    //.collect(Collectors.joining("|", "|", "|"));
                }
    }
    
    
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  • 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 <opencv2/core/core.hpp>
    #include <opencv2/imgproc/imgproc.hpp>
    #include <opencv2/highgui/highgui.hpp>
    #include <math.h>
    
    
    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<Point2f>* 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<double>(0,0)=Rtheta.at<double>(1,1)=ct;
        Rtheta.at<double>(0,1)=-st;Rtheta.at<double>(1,0)=st;
        //Rphi
        Rphi.at<double>(1,1)=Rphi.at<double>(2,2)=cp;
        Rphi.at<double>(1,2)=-sp;Rphi.at<double>(2,1)=sp;
        //Rgamma
        Rgamma.at<double>(0,0)=Rgamma.at<double>(2,2)=cg;
        Rgamma.at<double>(0,2)=-sg;Rgamma.at<double>(2,0)=sg;
    
        //T
        T.at<double>(2,3)=-h;
        //P
        P.at<double>(0,0)=P.at<double>(1,1)=1.0/tan(deg2Rad(halfFovy));
        P.at<double>(2,2)=-(f+n)/(f-n);
        P.at<double>(2,3)=-(2.0*f*n)/(f-n);
        P.at<double>(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<Point2f> &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<Point2f> 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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