static double CalibrateColorCamera(List <Matrix> worldPoints, List <System.Drawing.PointF> imagePoints, Matrix cameraMatrix, Matrix distCoeffs, Matrix rotation, Matrix translation, bool silent) { int nPoints = worldPoints.Count; { Matrix R, t; CameraMath.DLT(cameraMatrix, distCoeffs, worldPoints, imagePoints, out R, out t); var r = CameraMath.RotationVectorFromRotationMatrix(R); rotation.Copy(r); translation.Copy(t); } // pack parameters into vector // parameters: fx, fy, cx, cy, k1, k2, + 3 for rotation, 3 translation = 12 int nParameters = 12; var parameters = new Matrix(nParameters, 1); { int pi = 0; parameters[pi++] = cameraMatrix[0, 0]; // fx parameters[pi++] = cameraMatrix[1, 1]; // fy parameters[pi++] = cameraMatrix[0, 2]; // cx parameters[pi++] = cameraMatrix[1, 2]; // cy parameters[pi++] = distCoeffs[0]; // k1 parameters[pi++] = distCoeffs[1]; // k2 parameters[pi++] = rotation[0]; parameters[pi++] = rotation[1]; parameters[pi++] = rotation[2]; parameters[pi++] = translation[0]; parameters[pi++] = translation[1]; parameters[pi++] = translation[2]; } // size of our error vector int nValues = nPoints * 2; // each component (x,y) is a separate entry LevenbergMarquardt.Function function = delegate(Matrix p) { var fvec = new Matrix(nValues, 1); // unpack parameters int pi = 0; double fx = p[pi++]; double fy = p[pi++]; double cx = p[pi++]; double cy = p[pi++]; double k1 = p[pi++]; double k2 = p[pi++]; var K = Matrix.Identity(3, 3); K[0, 0] = fx; K[1, 1] = fy; K[0, 2] = cx; K[1, 2] = cy; var d = Matrix.Zero(5, 1); d[0] = k1; d[1] = k2; var r = new Matrix(3, 1); r[0] = p[pi++]; r[1] = p[pi++]; r[2] = p[pi++]; var t = new Matrix(3, 1); t[0] = p[pi++]; t[1] = p[pi++]; t[2] = p[pi++]; var R = CameraMath.RotationMatrixFromRotationVector(r); var x = new Matrix(3, 1); int fveci = 0; for (int i = 0; i < worldPoints.Count; i++) { // transform world point to local camera coordinates x.Mult(R, worldPoints[i]); x.Add(t); // fvec_i = y_i - f(x_i) double u, v; CameraMath.Project(K, d, x[0], x[1], x[2], out u, out v); var imagePoint = imagePoints[i]; fvec[fveci++] = imagePoint.X - u; fvec[fveci++] = imagePoint.Y - v; } return(fvec); }; // optimize var calibrate = new LevenbergMarquardt(function); while (calibrate.State == LevenbergMarquardt.States.Running) { var rmsError = calibrate.MinimizeOneStep(parameters); if (!silent) { Console.WriteLine("rms error = " + rmsError); } } if (!silent) { for (int i = 0; i < nParameters; i++) { Console.WriteLine(parameters[i] + "\t"); } Console.WriteLine(); } // unpack parameters { int pi = 0; double fx = parameters[pi++]; double fy = parameters[pi++]; double cx = parameters[pi++]; double cy = parameters[pi++]; double k1 = parameters[pi++]; double k2 = parameters[pi++]; cameraMatrix[0, 0] = fx; cameraMatrix[1, 1] = fy; cameraMatrix[0, 2] = cx; cameraMatrix[1, 2] = cy; distCoeffs[0] = k1; distCoeffs[1] = k2; rotation[0] = parameters[pi++]; rotation[1] = parameters[pi++]; rotation[2] = parameters[pi++]; translation[0] = parameters[pi++]; translation[1] = parameters[pi++]; translation[2] = parameters[pi++]; } return(calibrate.RMSError); }
public static double CalibrateCameraExtrinsicsOnly(List <List <Matrix> > worldPointSets, List <List <System.Drawing.PointF> > imagePointSets, Matrix cameraMatrix, ref List <Matrix> rotations, ref List <Matrix> translations) { int nSets = worldPointSets.Count; int nPoints = 0; for (int i = 0; i < nSets; i++) { nPoints += worldPointSets[i].Count; // for later } var distCoeffs = Matrix.Zero(2, 1); //// if necessary run DLT on each point set to get initial rotation and translations //if (rotations == null) //{ // rotations = new List<Matrix>(); // translations = new List<Matrix>(); // for (int i = 0; i < nSets; i++) // { // Matrix R, t; // CameraMath.DLT(cameraMatrix, distCoeffs, worldPointSets[i], imagePointSets[i], out R, out t); // var r = CameraMath.RotationVectorFromRotationMatrix(R); // rotations.Add(r); // translations.Add(t); // } //} // Levenberg-Marquardt for camera matrix (ignore lens distortion for now) // pack parameters into vector // parameters: camera has f, cx, cy; each point set has rotation + translation (6) //int nParameters = 3 + 6 * nSets; int nParameters = 6 * nSets; var parameters = new Matrix(nParameters, 1); { int pi = 0; //parameters[pi++] = cameraMatrix[0, 0]; // f //parameters[pi++] = cameraMatrix[0, 2]; // cx //parameters[pi++] = cameraMatrix[1, 2]; // cy for (int i = 0; i < nSets; i++) { parameters[pi++] = rotations[i][0]; parameters[pi++] = rotations[i][1]; parameters[pi++] = rotations[i][2]; parameters[pi++] = translations[i][0]; parameters[pi++] = translations[i][1]; parameters[pi++] = translations[i][2]; } } // size of our error vector int nValues = nPoints * 2; // each component (x,y) is a separate entry LevenbergMarquardt.Function function = delegate(Matrix p) { var fvec = new Matrix(nValues, 1); // unpack parameters int pi = 0; //double f = p[pi++]; //double cx = p[pi++]; //double cy = p[pi++]; var K = Matrix.Identity(3, 3); //K[0, 0] = f; //K[1, 1] = f; //K[0, 2] = cx; //K[1, 2] = cy; K[0, 0] = cameraMatrix[0, 0]; K[1, 1] = cameraMatrix[1, 1]; K[0, 2] = cameraMatrix[0, 2]; K[1, 2] = cameraMatrix[1, 2]; var d = Matrix.Zero(2, 1); int fveci = 0; for (int i = 0; i < nSets; i++) { var rotation = new Matrix(3, 1); rotation[0] = p[pi++]; rotation[1] = p[pi++]; rotation[2] = p[pi++]; var R = RotationMatrixFromRotationVector(rotation); var t = new Matrix(3, 1); t[0] = p[pi++]; t[1] = p[pi++]; t[2] = p[pi++]; var worldPoints = worldPointSets[i]; var imagePoints = imagePointSets[i]; var x = new Matrix(3, 1); for (int j = 0; j < worldPoints.Count; j++) { // transform world point to local camera coordinates x.Mult(R, worldPoints[j]); x.Add(t); // fvec_i = y_i - f(x_i) double u, v; CameraMath.Project(K, d, x[0], x[1], x[2], out u, out v); var imagePoint = imagePoints[j]; fvec[fveci++] = imagePoint.X - u; fvec[fveci++] = imagePoint.Y - v; } } return(fvec); }; // optimize var calibrate = new LevenbergMarquardt(function); calibrate.minimumReduction = 1.0e-4; calibrate.Minimize(parameters); //while (calibrate.State == LevenbergMarquardt.States.Running) //{ // var rmsError = calibrate.MinimizeOneStep(parameters); // Console.WriteLine("rms error = " + rmsError); //} //for (int i = 0; i < nParameters; i++) // Console.WriteLine(parameters[i] + "\t"); //Console.WriteLine(); // unpack parameters { int pi = 0; //double f = parameters[pi++]; //double cx = parameters[pi++]; //double cy = parameters[pi++]; //cameraMatrix[0, 0] = f; //cameraMatrix[1, 1] = f; //cameraMatrix[0, 2] = cx; //cameraMatrix[1, 2] = cy; for (int i = 0; i < nSets; i++) { rotations[i][0] = parameters[pi++]; rotations[i][1] = parameters[pi++]; rotations[i][2] = parameters[pi++]; translations[i][0] = parameters[pi++]; translations[i][1] = parameters[pi++]; translations[i][2] = parameters[pi++]; } } return(calibrate.RMSError); }
static public void PlaneFit(IList <Matrix> X, out Matrix R, out Matrix t, out Matrix d2) { int n = X.Count; var mu = new Matrix(3, 1); for (int i = 0; i < n; i++) { mu.Add(X[i]); } mu.Scale(1f / (float)n); var A = new Matrix(3, 3); var xc = new Matrix(3, 1); var M = new Matrix(3, 3); for (int i = 0; i < X.Count; i++) { var x = X[i]; xc.Sub(x, mu); M.Outer(xc, xc); A.Add(M); } var V = new Matrix(3, 3); var d = new Matrix(3, 1); A.Eig(V, d); // eigenvalues in ascending order // arrange in descending order so that z = 0 var V2 = new Matrix(3, 3); for (int i = 0; i < 3; i++) { V2[i, 2] = V[i, 0]; V2[i, 1] = V[i, 1]; V2[i, 0] = V[i, 2]; } d2 = new Matrix(3, 1); d2[2] = d[0]; d2[1] = d[1]; d2[0] = d[2]; R = new Matrix(3, 3); R.Transpose(V2); if (R.Det3x3() < 0) { R.Scale(-1); } t = new Matrix(3, 1); t.Mult(R, mu); t.Scale(-1); // eigenvalues are the sum of squared distances in each direction // i.e., min eigenvalue is the sum of squared distances to the plane = d2[2] // compute the distance to the plane by transforming to the plane and take z-coordinate: // xPlane = R*x + t; distance = xPlane[2] }
public static void TestPlanarDLT() { var cameraMatrix = Matrix.Identity(3, 3); cameraMatrix[0, 0] = 300; cameraMatrix[1, 1] = 300; cameraMatrix[0, 2] = 250; cameraMatrix[1, 2] = 220; var distCoeffs = new Matrix(5, 1); distCoeffs[0] = 0.05; distCoeffs[1] = -0.1; // generate a bunch of points in a plane // project under some other camera (view) var R = new Matrix(3, 3); R.RotEuler2Matrix(0.3, -0.2, 0.6); var t = new Matrix(3, 1); t[0] = 0.2; t[1] = 0.3; t[2] = 2; var modelR = new Matrix(3, 3); modelR.RotEuler2Matrix(-0.6, 0.2, 0.3); var modelT = new Matrix(3, 1); modelT[0] = -0.1; modelT[1] = 1.0; modelT[2] = 1.5; var worldPoints = new List <Matrix>(); var worldTransformedPoints = new List <Matrix>(); var imagePoints = new List <System.Drawing.PointF>(); var zero3 = Matrix.Zero(3, 1); for (float y = -1f; y <= 1.0f; y += 0.2f) { for (float x = -1f; x <= 1.0f; x += 0.2f) { var model = new Matrix(3, 1); model[0] = x; model[1] = y; model[2] = 0; var noise = Matrix.GaussianSample(zero3, 0.1 * 0.1); var world = new Matrix(3, 1); world.Mult(modelR, model); world.Add(modelT); world.Add(noise); worldPoints.Add(world); // under some camera: var worldTransformed = new Matrix(3, 1); worldTransformed.Mult(R, world); worldTransformed.Add(t); worldTransformedPoints.Add(worldTransformed); double u, v; Project(cameraMatrix, distCoeffs, worldTransformed[0], worldTransformed[1], worldTransformed[2], out u, out v); var image = new System.Drawing.PointF(); image.X = (float)u; image.Y = (float)v; imagePoints.Add(image); } } Console.WriteLine("R\n" + R); Console.WriteLine("t\n" + t); var Rplane = new Matrix(3, 1); var Tplane = new Matrix(3, 1); PlaneFit(worldPoints, out Rplane, out Tplane); var Rest = new Matrix(3, 3); var test = new Matrix(3, 1); PlanarDLT(cameraMatrix, distCoeffs, worldPoints, imagePoints, Rplane, Tplane, out Rest, out test); Console.WriteLine("Rest\n" + Rest); Console.WriteLine("test\n" + test); }
public static void TestDLT() { var cameraMatrix = Matrix.Identity(3, 3); cameraMatrix[0, 0] = 700; cameraMatrix[1, 1] = 700; cameraMatrix[0, 2] = 250; cameraMatrix[1, 2] = 220; var distCoeffs = new Matrix(5, 1); distCoeffs[0] = 0.05; distCoeffs[1] = -0.1; // generate a bunch of points in a volume // project under some other camera (view) var R = new Matrix(3, 3); R.RotEuler2Matrix(0.2, 0.3, 0.3); var t = new Matrix(3, 1); t[0] = 2; t[1] = 0; t[2] = -4; var modelPoints = new List <Matrix>(); var imagePoints = new List <System.Drawing.PointF>(); var zero3 = Matrix.Zero(3, 1); for (float z = 1f; z <= 3.0f; z += 0.4f) { for (float y = -1f; y <= 1.0f; y += 0.4f) { for (float x = -1f; x <= 1.0f; x += 0.4f) { var model = new Matrix(3, 1); model[0] = x; model[1] = y; model[2] = z; modelPoints.Add(model); // under our camera: var transformedPoint = new Matrix(3, 1); transformedPoint.Mult(R, model); transformedPoint.Add(t); var noise = Matrix.GaussianSample(zero3, 0.1 * 0.1); transformedPoint.Add(noise); double u, v; Project(cameraMatrix, distCoeffs, transformedPoint[0], transformedPoint[1], transformedPoint[2], out u, out v); var image = new System.Drawing.PointF(); image.X = (float)u; image.Y = (float)v; imagePoints.Add(image); } } } Console.WriteLine("x = ["); for (int i = 0; i < imagePoints.Count; i++) { Console.WriteLine("{0} {1}", imagePoints[i].X, imagePoints[i].Y); } Console.WriteLine("]';"); Console.WriteLine("X = ["); for (int i = 0; i < modelPoints.Count; i++) { Console.WriteLine("{0} {1} {2}", modelPoints[i][0], modelPoints[i][1], modelPoints[i][2]); } Console.WriteLine("]';"); Console.WriteLine("fc = [{0} {1}];", cameraMatrix[0, 0], cameraMatrix[1, 1]); Console.WriteLine("cc = [{0} {1}];", cameraMatrix[0, 2], cameraMatrix[1, 2]); Console.WriteLine("kc = [{0} {1} 0 0 0];", distCoeffs[0], distCoeffs[1]); Console.WriteLine(); Console.WriteLine("R\n" + R); Console.WriteLine("t\n" + t); var Rest = new Matrix(3, 3); var test = new Matrix(3, 1); DLT(cameraMatrix, distCoeffs, modelPoints, imagePoints, out Rest, out test); Console.WriteLine("Rest\n" + Rest); Console.WriteLine("test\n" + test); }
public static double PlaneFit(IList<Matrix> points, out Matrix X, out double D) { X = new Matrix(3, 1); var mu = new RoomAliveToolkit.Matrix(3, 1); for (int i = 0; i < points.Count; i++) mu.Add(points[i]); mu.Scale(1f / (float)points.Count); var A = new RoomAliveToolkit.Matrix(3, 3); var pc = new RoomAliveToolkit.Matrix(3, 1); var M = new RoomAliveToolkit.Matrix(3, 3); for (int i = 0; i < points.Count; i++) { var p = points[i]; pc.Sub(p, mu); M.Outer(pc, pc); A.Add(M); } var V = new RoomAliveToolkit.Matrix(3, 3); var d = new RoomAliveToolkit.Matrix(3, 1); A.Eig(V, d); // TODO: replace with 3x3 version? //Console.WriteLine("------"); //Console.WriteLine(A); //Console.WriteLine(V); //Console.WriteLine(d); double minEigenvalue = Double.MaxValue; int minEigenvaluei = 0; for (int i = 0; i < 3; i++) if (d[i] < minEigenvalue) { minEigenvalue = d[i]; minEigenvaluei = i; } X.CopyCol(V, minEigenvaluei); D = -X.Dot(mu); // min eigenvalue is the sum of squared distances to the plane // signed distance is: double distance = X.Dot(point) + D; return minEigenvalue; }