Пример #1
0
        public bool Update(ShortImage depth)
        {
            // compute the raw valid pixels for this frame
            ByteImage maskCur = Mask1(depth);

            // initialize the acc image if we need to
            if (mFrameIter == 0)
            {
                mAcc32.Add(depth);
                mCount16.Add(maskCur);
                mMask.Copy(maskCur);
                mFrameIter++;
                return(mFrameIter >= mNumFrames);
            }

            // compute the pixels that don't differ from previous values
            ByteImage diffMask = DiffMask(depth, mAcc32, mFrameIter, mValidDelta * 1000.0f);

            // update the rolling depthMask
            mMask.And(maskCur);
            mMask.And(diffMask);
            mCount16.Add(maskCur);
            mAcc32.Add(depth);
            mFrameIter++;

            maskCur.Dispose();
            diffMask.Dispose();

            return(mFrameIter >= mNumFrames);
        }
Пример #2
0
 public PreProcessDepthMap_Variance(int width, int height)
 {
     sum = new FloatImage(width, height);
     sum.SetTo(0);
     sumSquare = new FloatImage(width, height);
     sumSquare.SetTo(0);
     n = new ShortImage(width, height);
     n.SetTo(0);
 }
Пример #3
0
 public void Update(ShortImage depth)
 {
     for (int r = 0; r < depth.Height; r++)
     {
         for (int c = 0; c < depth.Width; c++)
         {
             float d = (float)depth[c, r] / 1000f; // meters
             if (d != 0)
             {
                 sum[c, r]       += d;
                 sumSquare[c, r] += d * d;
                 n[c, r]++;
             }
         }
     }
 }
Пример #4
0
        public PreProcessDepthMap_Conservative(int width, int height, int numFrames, float validDelta)
        {
            mAcc32 = new FloatImage(width, height);
            mMask  = new ByteImage(width, height);
            mMask.SetTo(1);
            mCount16 = new ShortImage(width, height);
            mCount16.SetTo(0);

            mValidDelta = validDelta;

            if (numFrames < 1 || numFrames >= 655536)
            {
                throw new System.ArgumentException("PreProcessDepthMap numFrames must be >= 1 && < 655536");
            }
            mNumFrames = numFrames;

            mFrameIter = 0;
        }
Пример #5
0
        /// <summary>
        /// Compute a mask representing pixels that are similiar to the current average pixels computed
        /// with acc32/count
        /// </summary>
        /// <param name="depth"></param>
        /// <param name="acc32"></param>
        /// <param name="count32"></param>
        /// <returns></returns>
        public static ByteImage DiffMask(ShortImage depthIm, FloatImage acc32, int count, float delta)
        {
            ByteImage depthMask = new ByteImage(depthIm.Width, depthIm.Height);

            // all values zero by default

            for (int r = 0; r < depthIm.Height; r++)
            {
                for (int c = 0; c < depthIm.Width; c++)
                {
                    ushort depthVal    = depthIm[c, r];
                    float  depthAvgVal = acc32[c, r] / count;
                    float  diff        = Math.Abs(depthVal - depthAvgVal);

                    if (diff < delta)
                    {
                        depthMask[c, r] = 1;
                    }
                }
            }

            return(depthMask);
        }
Пример #6
0
        /// <summary>
        /// Return 1 for valid 0 for invalid pts
        /// NOTE: NOT 0/255
        /// </summary>
        /// <param name="depth"></param>
        /// <returns></returns>
        public static ByteImage Mask1(ShortImage depth)
        {
            // now erode the results (to correct for any errors in Kinect Depth -> RGB calibration
            // create a mask to erode
            ByteImage depthMask = new ByteImage(depth.Width, depth.Height);

            // intialize the depth mask to be the valid Kinect data
            for (int r = 0; r < depth.Height; r++)
            {
                for (int c = 0; c < depth.Width; c++)
                {
                    if (depth[c, r] > 0.0f)
                    {
                        depthMask[c, r] = 1;
                    }
                    else
                    {
                        depthMask[c, r] = 0;
                    }
                }
            }

            return(depthMask);
        }
Пример #7
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="directory"></param>
        /// <param name="objPath"></param>
        /// <param name="depthImage"></param>
        /// <param name="rgbImage"></param>
        /// <param name="pose">Optional transformation pose (4x4 Matrix). Supply Identity by default</param>
        public static void Save(string objPath, Kinect2Calibration calibration, ShortImage depthImage, string colorImageFileName, Matrix pose)
        {
            var objFilename  = Path.GetFileNameWithoutExtension(objPath);
            var objDirectory = Path.GetDirectoryName(objPath);

            if (!Directory.Exists(objDirectory))
            {
                Directory.CreateDirectory(objDirectory);
            }

            //copy the background color image to file
            //SaveColorToJPEG(objDirectory + "/" + objFilename + ".jpg", rgbImage);
            if (File.Exists(colorImageFileName))
            {
                File.Copy(colorImageFileName, objDirectory + "/" + objFilename + ".jpg", true);
            }
            else
            {
                Console.WriteLine("Saving to OBJ Error! File " + colorImageFileName + " doesn't exists!");
            }

            // Because we need to form triangles, we go back to the depth image
            var quadOffsets = new System.Drawing.Point[]
            {
                new System.Drawing.Point(0, 0),
                new System.Drawing.Point(1, 0),
                new System.Drawing.Point(0, 1),
                new System.Drawing.Point(1, 0),
                new System.Drawing.Point(1, 1),
                new System.Drawing.Point(0, 1),
            };

            var streamWriter  = new StreamWriter(objDirectory + "/" + objFilename + ".obj");
            var mtlFileWriter = new StreamWriter(objDirectory + "/" + objFilename + ".mtl");

            streamWriter.WriteLine("mtllib " + objFilename + ".mtl");
            uint nextVertexIndex = 1;

            //var depthImage = new FloatImage(Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);


            mtlFileWriter.WriteLine("newmtl camera0");
            mtlFileWriter.WriteLine("Ka 1.000000 1.000000 1.000000");
            mtlFileWriter.WriteLine("Kd 1.000000 1.000000 1.000000");
            mtlFileWriter.WriteLine("Ks 0.000000 0.000000 0.000000");
            mtlFileWriter.WriteLine("Tr 1.000000");
            mtlFileWriter.WriteLine("illum 1");
            mtlFileWriter.WriteLine("Ns 0.000000");
            mtlFileWriter.WriteLine("map_Kd " + objFilename + ".jpg");


            streamWriter.WriteLine("usemtl camera0");

            // load depth image
            //string cameraDirectory = directory + "/camera" + camera.name;
            //depthImage.LoadFromFile(cameraDirectory + "/mean.bin");

            //var calibration = camera.calibration;
            var depthFrameToCameraSpaceTable = calibration.ComputeDepthFrameToCameraSpaceTable();
            var vertices    = new Vertex[Kinect2Calibration.depthImageWidth * Kinect2Calibration.depthImageHeight];
            var colorCamera = new Matrix(4, 1);
            var depthCamera = new Matrix(4, 1);
            var world       = new Matrix(4, 1);

            for (int y = 0; y < Kinect2Calibration.depthImageHeight; y++)
            {
                for (int x = 0; x < Kinect2Calibration.depthImageWidth; x++)
                {
                    // depth camera coords
                    var depth = depthImage[x, y] / 1000f; // m
                    // convert to depth camera space
                    var point = depthFrameToCameraSpaceTable[Kinect2Calibration.depthImageWidth * y + x];
                    depthCamera[0] = point.X * depth;
                    depthCamera[1] = point.Y * depth;
                    depthCamera[2] = depth;
                    depthCamera[3] = 1;

                    // world coordinates
                    world.Mult(pose, depthCamera);
                    //world.Scale(1.0 / world[3]); not necessary for this transform

                    // convert to color camera space
                    colorCamera.Mult(calibration.depthToColorTransform, depthCamera);
                    colorCamera.Scale(1.0 / colorCamera[3]);

                    // project to color image
                    double colorU, colorV;
                    CameraMath.Project(calibration.colorCameraMatrix, calibration.colorLensDistortion, colorCamera[0], colorCamera[1], colorCamera[2], out colorU, out colorV);
                    colorU /= (double)Kinect2Calibration.colorImageWidth;
                    colorV /= (double)Kinect2Calibration.colorImageHeight;

                    var vertex = new Vertex();
                    vertex.x = (float)world[0];
                    vertex.y = (float)world[1];
                    vertex.z = (float)world[2];
                    vertex.u = (float)colorU;
                    vertex.v = (float)colorV;
                    vertices[Kinect2Calibration.depthImageWidth * y + x] = vertex;
                }
            }

            streamWriter.WriteLine("g camera0");
            streamWriter.WriteLine("usemtl camera0");

            // examine each triangle
            for (int y = 0; y < Kinect2Calibration.depthImageHeight - 1; y++)
            {
                for (int x = 0; x < Kinect2Calibration.depthImageWidth - 1; x++)
                {
                    int offseti = 0;
                    for (int tri = 0; tri < 2; tri++)
                    {
                        // the indexes of the vertices of this triangle
                        var i0 = Kinect2Calibration.depthImageWidth * (y + quadOffsets[offseti].Y) + (x + quadOffsets[offseti].X);
                        var i1 = Kinect2Calibration.depthImageWidth * (y + quadOffsets[offseti + 1].Y) + (x + quadOffsets[offseti + 1].X);
                        var i2 = Kinect2Calibration.depthImageWidth * (y + quadOffsets[offseti + 2].Y) + (x + quadOffsets[offseti + 2].X);

                        // is triangle valid?
                        bool nonZero = (vertices[i0].z != 0) && (vertices[i1].z != 0) && (vertices[i2].z != 0);

                        bool jump01 = Vertex.DistanceSquared(vertices[i0], vertices[i1]) < 0.2 * 0.2;
                        bool jump02 = Vertex.DistanceSquared(vertices[i0], vertices[i2]) < 0.2 * 0.2;
                        bool jump12 = Vertex.DistanceSquared(vertices[i1], vertices[i2]) < 0.2 * 0.2;

                        bool valid = nonZero && jump01 && jump02 && jump12;
                        if (valid)
                        {
                            // only add the vertex if we haven't already
                            if (vertices[i0].index == 0)
                            {
                                streamWriter.WriteLine(vertices[i0]);
                                vertices[i0].index = nextVertexIndex++;
                            }
                            if (vertices[i1].index == 0)
                            {
                                streamWriter.WriteLine(vertices[i1]);
                                vertices[i1].index = nextVertexIndex++;
                            }
                            if (vertices[i2].index == 0)
                            {
                                streamWriter.WriteLine(vertices[i2]);
                                vertices[i2].index = nextVertexIndex++;
                            }
                            streamWriter.WriteLine("f {0}/{0} {1}/{1} {2}/{2}", vertices[i0].index, vertices[i1].index, vertices[i2].index);
                        }
                        offseti += 3;
                    }
                }
            }

            streamWriter.Close();
            mtlFileWriter.Close();
        }