Esempio n. 1
0
        private static MatOfPoint3f Subtract(MatOfPoint3f orig, MatOfPoint3f aCentroidMatrix)
        {
            MatOfPoint3f answer = new MatOfPoint3f();

            for (int i = 0; i < orig.Rows; i++)
            {
                answer.Add(orig.ElementAt(i) - aCentroidMatrix.ElementAt(i));
            }
            return(answer);
        }
Esempio n. 2
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        public static MatOfPoint3f GetCentroid(MatOfPoint3f orig)
        {
            int i        = 0;
            var centroid = new Point3f();

            foreach (var p in orig)
            {
                centroid += p;
                i++;
            }
            var point = new Point3f(centroid.X / i, centroid.Y / i, centroid.Z / i);
            var mat   = new MatOfPoint3f();

            mat.Add(point);
            return(mat);
        }
Esempio n. 3
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        /// <summary>
        /// Calculates the camera pose (Kinect space to real space transform) based on coordinate definition
        /// and detected markers
        /// </summary>
        /// <param name="def">the definition of the visible coordinates</param>
        /// <param name="_3dImage">the 3d points mapped to Kinect color coordinates</param>
        /// <param name="markers">the detected markers in the color image</param>
        /// <returns>a 4x4 matrix of the camera pose</returns>
        public static KxTransform GetPoseFromImage(CoordinateDefinition def, CvCameraSpace cvcs, List <Marker> markers)
        {
            MatOfPoint3f sourcePts = new MatOfPoint3f();
            MatOfPoint3f destPts   = new MatOfPoint3f();

            if (markers != null)
            {
                //For each marker found, look up Kinect position (2D -> 3D), find corresponding real position
                //Add KPos and RealPos to two arrays to calculate the transform between
                markers.ForEach(m =>
                {
                    if (def.ContainsCode(m.Id))
                    {
                        m.KxCenter = MarkerProcessor.FindCenter(m, cvcs);
                    }
                });

                //Todo: Take N best markers (highest mask sum means better 3d data)
                var        ordered   = markers.OrderByDescending(m => m.MaskSum.Val0).ToList();
                MatOfFloat tx        = null;
                var        lastDelta = float.MinValue;
                double     lastStd   = float.MinValue;

                foreach (var m in ordered)
                {
                    //ADD CENTER
                    var realPos = def.CenterDefinitions[m.Id];
                    if (!float.IsInfinity(m.KxCenter.X))
                    {
                        //Source is Kinect position
                        sourcePts.Add(m.KxCenter);
                        //Destination is actual physical location
                        destPts.Add(realPos);
                        _logger.Info($"Adding point {m.Id} : {m.KxCenter} =>");
                        _logger.Info($"{realPos}");
                    }

                    //ADD CORNERS
                    for (int p = 0; p < m.Points.Length; p++)
                    {
                        var corn             = m.Points[p];
                        var kxCornerPosition = MarkerProcessor.FindLocation(corn, cvcs);
                        if (!float.IsInfinity(kxCornerPosition.X))
                        {
                            //Source is Kinect position
                            sourcePts.Add(kxCornerPosition);
                            //Destination is actual physical location
                            destPts.Add(def.CornerDefinitions[m.Id][p]);
                            _logger.Info($"Adding point {m.Id} : {kxCornerPosition} =>");
                            _logger.Info($"{def.CornerDefinitions[m.Id][p]}");

                            if (sourcePts.Total() >= 3)
                            {
                                _logger.Info($"Using {sourcePts.Count} markers to find pose...");
                                var newTx    = Transform.TransformBetween(sourcePts, destPts);
                                var deltas   = ValidatePose(newTx, def, markers);
                                var avgDelta = deltas.Average();
                                var std      = deltas.StdDev();

                                //If it is better update
                                if (tx == null || Math.Abs(avgDelta) < Math.Abs(lastDelta))
                                {
                                    lastDelta = avgDelta;
                                    lastStd   = std;
                                    tx        = newTx;
                                }
                                else
                                {
                                    break;
                                }
                            }
                        }
                    }

                    if (sourcePts.Total() >= 15)
                    {
                        _logger.Info($"Using {sourcePts.Count} markers to find pose...");
                        var newTx    = Transform.TransformBetween(sourcePts, destPts);
                        var deltas   = ValidatePose(newTx, def, markers);
                        var avgDelta = deltas.Average();
                        var std      = deltas.StdDev();

                        //If it is better update
                        if (tx == null || Math.Abs(avgDelta) < Math.Abs(lastDelta))
                        {
                            lastDelta = avgDelta;
                            lastStd   = std;
                            tx        = newTx;
                        }
                        else
                        {
                            break;
                        }
                    }
                }

                _logger.Info($"Pose calculated with average delta of : ");
                _logger.Info($"{(lastDelta * 1000).ToString("N3")} ± {(lastStd * 1000).ToString("N3")} mm");


                //Need to flip Z to get into DICOM coordinates
                if (!sourcePts.Any() || !destPts.Any())
                {
                    throw new Exception("No points to transform!");
                }

                var kxTx = new KxTransform(tx.To2DArray());

                return(kxTx);
            }
            throw new ArgumentException("Markers cannot be null.");
        }
Esempio n. 4
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        public static MatOfFloat TransformBetween(MatOfPoint3f origPoint3f, MatOfPoint3f destPoint3f)
        {
            int rowCountA = origPoint3f.Rows;
            int rowCountB = destPoint3f.Rows;

            if (rowCountA != rowCountB)
            {
                throw new Exception("Data must be paired. The number of rows should be equal in both input matrices!");
            }

            var orig = ConvertToFC1(origPoint3f);
            var dest = ConvertToFC1(destPoint3f);

            //OCV
            var origCentroid = GetCentroid(origPoint3f);
            var destCentroid = GetCentroid(destPoint3f);

            var aCentroidMatrix = new MatOfPoint3f();

            for (int rep = 0; rep < rowCountA; rep++)
            {
                aCentroidMatrix.Add(origCentroid);
            }
            var bCentroidMatrix = new MatOfPoint3f();

            for (int rep = 0; rep < rowCountB; rep++)
            {
                bCentroidMatrix.Add(destCentroid);
            }

            //OCV
            var step1 = Subtract(origPoint3f, aCentroidMatrix);
            var step2 = Subtract(destPoint3f, bCentroidMatrix);

            Mat reshapeStep1 = Reshape(step1);
            Mat reshapeStep2 = Reshape(step2);

            var h  = (reshapeStep1.Transpose() * reshapeStep2).ToMat();
            Mat w  = new Mat();
            Mat u  = new Mat();
            Mat vt = new Mat();

            Cv2.SVDecomp(h, w, u, vt);

            Mat V = vt.Transpose();

            var r      = (V * (u.Transpose())).ToMat();
            var first  = r * (-1);
            var second = first.ToMat() * origCentroid;
            var t      = (((r * (-1)) * (Reshape(origCentroid).Transpose())) + Reshape(destCentroid).Transpose()).ToMat();

            //Set translation component
            var tvals = new float[3];

            t.GetArray(0, 0, tvals);
            var mat = new MatOfFloat(4, 4);

            mat.Set(0, 3, tvals[0]);
            mat.Set(1, 3, tvals[1]);
            mat.Set(2, 3, tvals[2]);
            mat.Set(3, 3, 1.0f);


            ////Set rotation componen
            for (int row = 0; row < 3; row++)
            {
                var vals = new float[3];
                r.GetArray(row, 0, vals);
                mat.SetArray(row, 0, vals);
            }
            return(mat);
        }