mirror of
https://github.com/opencv/opencv.git
synced 2024-12-14 00:39:13 +08:00
438 lines
13 KiB
C++
438 lines
13 KiB
C++
|
// This file is part of OpenCV project.
|
||
|
// It is subject to the license terms in the LICENSE file found in the top-level directory
|
||
|
// of this distribution and at http://opencv.org/license.html
|
||
|
|
||
|
#include "perf_precomp.hpp"
|
||
|
|
||
|
namespace opencv_test { namespace {
|
||
|
|
||
|
using namespace cv;
|
||
|
|
||
|
/** Reprojects screen point to camera space given z coord. */
|
||
|
struct Reprojector
|
||
|
{
|
||
|
Reprojector() {}
|
||
|
inline Reprojector(Matx33f intr)
|
||
|
{
|
||
|
fxinv = 1.f / intr(0, 0), fyinv = 1.f / intr(1, 1);
|
||
|
cx = intr(0, 2), cy = intr(1, 2);
|
||
|
}
|
||
|
template<typename T>
|
||
|
inline cv::Point3_<T> operator()(cv::Point3_<T> p) const
|
||
|
{
|
||
|
T x = p.z * (p.x - cx) * fxinv;
|
||
|
T y = p.z * (p.y - cy) * fyinv;
|
||
|
return cv::Point3_<T>(x, y, p.z);
|
||
|
}
|
||
|
|
||
|
float fxinv, fyinv, cx, cy;
|
||
|
};
|
||
|
|
||
|
template<class Scene>
|
||
|
struct RenderInvoker : ParallelLoopBody
|
||
|
{
|
||
|
RenderInvoker(Mat_<float>& _frame, Affine3f _pose,
|
||
|
Reprojector _reproj, float _depthFactor, bool _onlySemisphere)
|
||
|
: ParallelLoopBody(),
|
||
|
frame(_frame),
|
||
|
pose(_pose),
|
||
|
reproj(_reproj),
|
||
|
depthFactor(_depthFactor),
|
||
|
onlySemisphere(_onlySemisphere)
|
||
|
{ }
|
||
|
|
||
|
virtual void operator ()(const cv::Range& r) const
|
||
|
{
|
||
|
for (int y = r.start; y < r.end; y++)
|
||
|
{
|
||
|
float* frameRow = frame[y];
|
||
|
for (int x = 0; x < frame.cols; x++)
|
||
|
{
|
||
|
float pix = 0;
|
||
|
|
||
|
Point3f orig = pose.translation();
|
||
|
// direction through pixel
|
||
|
Point3f screenVec = reproj(Point3f((float)x, (float)y, 1.f));
|
||
|
float xyt = 1.f / (screenVec.x * screenVec.x +
|
||
|
screenVec.y * screenVec.y + 1.f);
|
||
|
Point3f dir = normalize(Vec3f(pose.rotation() * screenVec));
|
||
|
// screen space axis
|
||
|
dir.y = -dir.y;
|
||
|
|
||
|
const float maxDepth = 20.f;
|
||
|
const float maxSteps = 256;
|
||
|
float t = 0.f;
|
||
|
for (int step = 0; step < maxSteps && t < maxDepth; step++)
|
||
|
{
|
||
|
Point3f p = orig + dir * t;
|
||
|
float d = Scene::map(p, onlySemisphere);
|
||
|
if (d < 0.000001f)
|
||
|
{
|
||
|
float depth = std::sqrt(t * t * xyt);
|
||
|
pix = depth * depthFactor;
|
||
|
break;
|
||
|
}
|
||
|
t += d;
|
||
|
}
|
||
|
|
||
|
frameRow[x] = pix;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Mat_<float>& frame;
|
||
|
Affine3f pose;
|
||
|
Reprojector reproj;
|
||
|
float depthFactor;
|
||
|
bool onlySemisphere;
|
||
|
};
|
||
|
|
||
|
struct Scene
|
||
|
{
|
||
|
virtual ~Scene() {}
|
||
|
static Ptr<Scene> create(Size sz, Matx33f _intr, float _depthFactor, bool onlySemisphere);
|
||
|
virtual Mat depth(Affine3f pose) = 0;
|
||
|
virtual std::vector<Affine3f> getPoses() = 0;
|
||
|
};
|
||
|
|
||
|
struct SemisphereScene : Scene
|
||
|
{
|
||
|
const int framesPerCycle = 72;
|
||
|
const float nCycles = 0.25f;
|
||
|
const Affine3f startPose = Affine3f(Vec3f(0.f, 0.f, 0.f), Vec3f(1.5f, 0.3f, -2.1f));
|
||
|
|
||
|
Size frameSize;
|
||
|
Matx33f intr;
|
||
|
float depthFactor;
|
||
|
bool onlySemisphere;
|
||
|
|
||
|
SemisphereScene(Size sz, Matx33f _intr, float _depthFactor, bool _onlySemisphere) :
|
||
|
frameSize(sz), intr(_intr), depthFactor(_depthFactor), onlySemisphere(_onlySemisphere)
|
||
|
{ }
|
||
|
|
||
|
static float map(Point3f p, bool onlySemisphere)
|
||
|
{
|
||
|
float plane = p.y + 0.5f;
|
||
|
Point3f spherePose = p - Point3f(-0.0f, 0.3f, 1.1f);
|
||
|
float sphereRadius = 0.5f;
|
||
|
float sphere = (float)cv::norm(spherePose) - sphereRadius;
|
||
|
float sphereMinusBox = sphere;
|
||
|
|
||
|
float subSphereRadius = 0.05f;
|
||
|
Point3f subSpherePose = p - Point3f(0.3f, -0.1f, -0.3f);
|
||
|
float subSphere = (float)cv::norm(subSpherePose) - subSphereRadius;
|
||
|
|
||
|
float res;
|
||
|
if (!onlySemisphere)
|
||
|
res = min({ sphereMinusBox, subSphere, plane });
|
||
|
else
|
||
|
res = sphereMinusBox;
|
||
|
|
||
|
return res;
|
||
|
}
|
||
|
|
||
|
Mat depth(Affine3f pose) override
|
||
|
{
|
||
|
Mat_<float> frame(frameSize);
|
||
|
Reprojector reproj(intr);
|
||
|
|
||
|
Range range(0, frame.rows);
|
||
|
parallel_for_(range, RenderInvoker<SemisphereScene>(frame, pose, reproj, depthFactor, onlySemisphere));
|
||
|
|
||
|
return std::move(frame);
|
||
|
}
|
||
|
|
||
|
std::vector<Affine3f> getPoses() override
|
||
|
{
|
||
|
std::vector<Affine3f> poses;
|
||
|
for (int i = 0; i < framesPerCycle * nCycles; i++)
|
||
|
{
|
||
|
float angle = (float)(CV_2PI * i / framesPerCycle);
|
||
|
Affine3f pose;
|
||
|
pose = pose.rotate(startPose.rotation());
|
||
|
pose = pose.rotate(Vec3f(0.f, -0.5f, 0.f) * angle);
|
||
|
pose = pose.translate(Vec3f(startPose.translation()[0] * sin(angle),
|
||
|
startPose.translation()[1],
|
||
|
startPose.translation()[2] * cos(angle)));
|
||
|
poses.push_back(pose);
|
||
|
}
|
||
|
|
||
|
return poses;
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
Ptr<Scene> Scene::create(Size sz, Matx33f _intr, float _depthFactor, bool _onlySemisphere)
|
||
|
{
|
||
|
return makePtr<SemisphereScene>(sz, _intr, _depthFactor, _onlySemisphere);
|
||
|
}
|
||
|
|
||
|
// this is a temporary solution
|
||
|
// ----------------------------
|
||
|
|
||
|
typedef cv::Vec4f ptype;
|
||
|
typedef cv::Mat_< ptype > Points;
|
||
|
typedef Points Normals;
|
||
|
typedef Size2i Size;
|
||
|
|
||
|
template<int p>
|
||
|
inline float specPow(float x)
|
||
|
{
|
||
|
if (p % 2 == 0)
|
||
|
{
|
||
|
float v = specPow<p / 2>(x);
|
||
|
return v * v;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float v = specPow<(p - 1) / 2>(x);
|
||
|
return v * v * x;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
template<>
|
||
|
inline float specPow<0>(float /*x*/)
|
||
|
{
|
||
|
return 1.f;
|
||
|
}
|
||
|
|
||
|
template<>
|
||
|
inline float specPow<1>(float x)
|
||
|
{
|
||
|
return x;
|
||
|
}
|
||
|
|
||
|
inline cv::Vec3f fromPtype(const ptype& x)
|
||
|
{
|
||
|
return cv::Vec3f(x[0], x[1], x[2]);
|
||
|
}
|
||
|
|
||
|
inline Point3f normalize(const Vec3f& v)
|
||
|
{
|
||
|
double nv = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
||
|
return v * (nv ? 1. / nv : 0.);
|
||
|
}
|
||
|
|
||
|
void renderPointsNormals(InputArray _points, InputArray _normals, OutputArray image, Affine3f lightPose)
|
||
|
{
|
||
|
Size sz = _points.size();
|
||
|
image.create(sz, CV_8UC4);
|
||
|
|
||
|
Points points = _points.getMat();
|
||
|
Normals normals = _normals.getMat();
|
||
|
|
||
|
Mat_<Vec4b> img = image.getMat();
|
||
|
|
||
|
Range range(0, sz.height);
|
||
|
const int nstripes = -1;
|
||
|
parallel_for_(range, [&](const Range&)
|
||
|
{
|
||
|
for (int y = range.start; y < range.end; y++)
|
||
|
{
|
||
|
Vec4b* imgRow = img[y];
|
||
|
const ptype* ptsRow = points[y];
|
||
|
const ptype* nrmRow = normals[y];
|
||
|
|
||
|
for (int x = 0; x < sz.width; x++)
|
||
|
{
|
||
|
Point3f p = fromPtype(ptsRow[x]);
|
||
|
Point3f n = fromPtype(nrmRow[x]);
|
||
|
|
||
|
Vec4b color;
|
||
|
|
||
|
if (cvIsNaN(p.x) || cvIsNaN(p.y) || cvIsNaN(p.z) )
|
||
|
{
|
||
|
color = Vec4b(0, 32, 0, 0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
const float Ka = 0.3f; //ambient coeff
|
||
|
const float Kd = 0.5f; //diffuse coeff
|
||
|
const float Ks = 0.2f; //specular coeff
|
||
|
const int sp = 20; //specular power
|
||
|
|
||
|
const float Ax = 1.f; //ambient color, can be RGB
|
||
|
const float Dx = 1.f; //diffuse color, can be RGB
|
||
|
const float Sx = 1.f; //specular color, can be RGB
|
||
|
const float Lx = 1.f; //light color
|
||
|
|
||
|
Point3f l = normalize(lightPose.translation() - Vec3f(p));
|
||
|
Point3f v = normalize(-Vec3f(p));
|
||
|
Point3f r = normalize(Vec3f(2.f * n * n.dot(l) - l));
|
||
|
|
||
|
uchar ix = (uchar)((Ax * Ka * Dx + Lx * Kd * Dx * max(0.f, n.dot(l)) +
|
||
|
Lx * Ks * Sx * specPow<sp>(max(0.f, r.dot(v)))) * 255.f);
|
||
|
color = Vec4b(ix, ix, ix, 0);
|
||
|
}
|
||
|
|
||
|
imgRow[x] = color;
|
||
|
}
|
||
|
}
|
||
|
}, nstripes);
|
||
|
}
|
||
|
|
||
|
// ----------------------------
|
||
|
|
||
|
class Settings
|
||
|
{
|
||
|
public:
|
||
|
float depthFactor;
|
||
|
Matx33f intr;
|
||
|
Size frameSize;
|
||
|
Vec3f lightPose;
|
||
|
|
||
|
Ptr<Volume> volume;
|
||
|
Ptr<Scene> scene;
|
||
|
std::vector<Affine3f> poses;
|
||
|
|
||
|
Settings(bool useHashTSDF)
|
||
|
{
|
||
|
frameSize = Size(640, 480);
|
||
|
|
||
|
float fx, fy, cx, cy;
|
||
|
fx = fy = 525.f;
|
||
|
cx = frameSize.width / 2 - 0.5f;
|
||
|
cy = frameSize.height / 2 - 0.5f;
|
||
|
intr = Matx33f(fx, 0, cx,
|
||
|
0, fy, cy,
|
||
|
0, 0, 1);
|
||
|
|
||
|
// 5000 for the 16-bit PNG files
|
||
|
// 1 for the 32-bit float images in the ROS bag files
|
||
|
depthFactor = 5000;
|
||
|
|
||
|
Vec3i volumeDims = Vec3i::all(512); //number of voxels
|
||
|
|
||
|
float volSize = 3.f;
|
||
|
float voxelSize = volSize / 512.f; //meters
|
||
|
|
||
|
// default pose of volume cube
|
||
|
Affine3f volumePose = Affine3f().translate(Vec3f(-volSize / 2.f, -volSize / 2.f, 0.5f));
|
||
|
float tsdf_trunc_dist = 7 * voxelSize; // about 0.04f in meters
|
||
|
int tsdf_max_weight = 64; //frames
|
||
|
|
||
|
float raycast_step_factor = 0.25f; //in voxel sizes
|
||
|
// gradient delta factor is fixed at 1.0f and is not used
|
||
|
//p.gradient_delta_factor = 0.5f; //in voxel sizes
|
||
|
|
||
|
//p.lightPose = p.volume_pose.translation()/4; //meters
|
||
|
lightPose = Vec3f::all(0.f); //meters
|
||
|
|
||
|
// depth truncation is not used by default but can be useful in some scenes
|
||
|
float truncateThreshold = 0.f; //meters
|
||
|
|
||
|
VolumeParams::VolumeKind volumeKind = VolumeParams::VolumeKind::TSDF;
|
||
|
|
||
|
if (useHashTSDF)
|
||
|
{
|
||
|
volumeKind = VolumeParams::VolumeKind::HASHTSDF;
|
||
|
truncateThreshold = 4.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
volSize = 3.f;
|
||
|
volumeDims = Vec3i::all(128); //number of voxels
|
||
|
voxelSize = volSize / 128.f;
|
||
|
tsdf_trunc_dist = 2 * voxelSize; // 0.04f in meters
|
||
|
|
||
|
raycast_step_factor = 0.75f; //in voxel sizes
|
||
|
}
|
||
|
|
||
|
volume = makeVolume(volumeKind, voxelSize, volumePose.matrix,
|
||
|
raycast_step_factor, tsdf_trunc_dist, tsdf_max_weight,
|
||
|
truncateThreshold, volumeDims[0], volumeDims[1], volumeDims[2]);
|
||
|
|
||
|
scene = Scene::create(frameSize, intr, depthFactor, true);
|
||
|
poses = scene->getPoses();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void displayImage(Mat depth, UMat _points, UMat _normals, float depthFactor, Vec3f lightPose)
|
||
|
{
|
||
|
Mat points, normals, image;
|
||
|
AccessFlag af = ACCESS_READ;
|
||
|
normals = _normals.getMat(af);
|
||
|
points = _points.getMat(af);
|
||
|
patchNaNs(points);
|
||
|
|
||
|
imshow("depth", depth * (1.f / depthFactor / 4.f));
|
||
|
renderPointsNormals(points, normals, image, lightPose);
|
||
|
imshow("render", image);
|
||
|
waitKey(2000);
|
||
|
}
|
||
|
|
||
|
static const bool display = false;
|
||
|
|
||
|
PERF_TEST(Perf_TSDF, integrate)
|
||
|
{
|
||
|
Settings settings(false);
|
||
|
for (size_t i = 0; i < settings.poses.size(); i++)
|
||
|
{
|
||
|
Matx44f pose = settings.poses[i].matrix;
|
||
|
Mat depth = settings.scene->depth(pose);
|
||
|
startTimer();
|
||
|
settings.volume->integrate(depth, settings.depthFactor, pose, settings.intr);
|
||
|
stopTimer();
|
||
|
depth.release();
|
||
|
}
|
||
|
SANITY_CHECK_NOTHING();
|
||
|
}
|
||
|
|
||
|
PERF_TEST(Perf_TSDF, raycast)
|
||
|
{
|
||
|
Settings settings(false);
|
||
|
for (size_t i = 0; i < settings.poses.size(); i++)
|
||
|
{
|
||
|
UMat _points, _normals;
|
||
|
Matx44f pose = settings.poses[i].matrix;
|
||
|
Mat depth = settings.scene->depth(pose);
|
||
|
|
||
|
settings.volume->integrate(depth, settings.depthFactor, pose, settings.intr);
|
||
|
startTimer();
|
||
|
settings.volume->raycast(pose, settings.intr, settings.frameSize, _points, _normals);
|
||
|
stopTimer();
|
||
|
|
||
|
if (display)
|
||
|
displayImage(depth, _points, _normals, settings.depthFactor, settings.lightPose);
|
||
|
}
|
||
|
SANITY_CHECK_NOTHING();
|
||
|
}
|
||
|
|
||
|
PERF_TEST(Perf_HashTSDF, integrate)
|
||
|
{
|
||
|
Settings settings(true);
|
||
|
|
||
|
for (size_t i = 0; i < settings.poses.size(); i++)
|
||
|
{
|
||
|
Matx44f pose = settings.poses[i].matrix;
|
||
|
Mat depth = settings.scene->depth(pose);
|
||
|
startTimer();
|
||
|
settings.volume->integrate(depth, settings.depthFactor, pose, settings.intr);
|
||
|
stopTimer();
|
||
|
depth.release();
|
||
|
}
|
||
|
SANITY_CHECK_NOTHING();
|
||
|
}
|
||
|
|
||
|
PERF_TEST(Perf_HashTSDF, raycast)
|
||
|
{
|
||
|
Settings settings(true);
|
||
|
for (size_t i = 0; i < settings.poses.size(); i++)
|
||
|
{
|
||
|
UMat _points, _normals;
|
||
|
Matx44f pose = settings.poses[i].matrix;
|
||
|
Mat depth = settings.scene->depth(pose);
|
||
|
|
||
|
settings.volume->integrate(depth, settings.depthFactor, pose, settings.intr);
|
||
|
startTimer();
|
||
|
settings.volume->raycast(pose, settings.intr, settings.frameSize, _points, _normals);
|
||
|
stopTimer();
|
||
|
|
||
|
if (display)
|
||
|
displayImage(depth, _points, _normals, settings.depthFactor, settings.lightPose);
|
||
|
}
|
||
|
SANITY_CHECK_NOTHING();
|
||
|
}
|
||
|
|
||
|
}} // namespace
|