// 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 "../test_precomp.hpp" #include "opencv2/ts/ocl_test.hpp" #ifdef HAVE_OPENCL 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 inline cv::Point3_ operator()(cv::Point3_ p) const { T x = p.z * (p.x - cx) * fxinv; T y = p.z * (p.y - cy) * fyinv; return cv::Point3_(x, y, p.z); } float fxinv, fyinv, cx, cy; }; template struct RenderInvoker : ParallelLoopBody { RenderInvoker(Mat_& _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_& frame; Affine3f pose; Reprojector reproj; float depthFactor; bool onlySemisphere; }; struct Scene { virtual ~Scene() {} static Ptr create(Size sz, Matx33f _intr, float _depthFactor, bool onlySemisphere); virtual Mat depth(Affine3f pose) = 0; virtual std::vector 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_ frame(frameSize); Reprojector reproj(intr); Range range(0, frame.rows); parallel_for_(range, RenderInvoker(frame, pose, reproj, depthFactor, onlySemisphere)); return std::move(frame); } std::vector getPoses() override { std::vector 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::create(Size sz, Matx33f _intr, float _depthFactor, bool _onlySemisphere) { return makePtr(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 inline float specPow(float x) { if (p % 2 == 0) { float v = specPow

(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_ 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(max(0.f, r.dot(v)))) * 255.f); color = Vec4b(ix, ix, ix, 0); } imgRow[x] = color; } } }, nstripes); } // ---------------------------- static const bool display = false; static const bool parallelCheck = false; class Settings { public: float depthFactor; Matx33f intr; Size frameSize; Vec3f lightPose; Ptr volume; Ptr scene; std::vector poses; Settings(bool useHashTSDF, bool onlySemisphere) { 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, onlySemisphere); poses = scene->getPoses(); } }; void displayImage(Mat depth, Mat points, Mat normals, float depthFactor, Vec3f lightPose) { Mat image; patchNaNs(points); imshow("depth", depth * (1.f / depthFactor / 4.f)); renderPointsNormals(points, normals, image, lightPose); imshow("render", image); waitKey(2000); } void normalsCheck(Mat normals) { Vec4f vector; for (auto pvector = normals.begin(); pvector < normals.end(); pvector++) { vector = *pvector; if (!cvIsNaN(vector[0])) { float length = vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]; ASSERT_LT(abs(1 - length), 0.0001f) << "There is normal with length != 1"; } } } int counterOfValid(Mat points) { Vec4f* v; int i, j; int count = 0; for (i = 0; i < points.rows; ++i) { v = (points.ptr(i)); for (j = 0; j < points.cols; ++j) { if ((v[j])[0] != 0 || (v[j])[1] != 0 || (v[j])[2] != 0) { count++; } } } return count; } void normal_test(bool isHashTSDF, bool isRaycast, bool isFetchPointsNormals, bool isFetchNormals) { Settings settings(isHashTSDF, false); Mat depth = settings.scene->depth(settings.poses[0]); UMat udepth; depth.copyTo(udepth); UMat upoints, unormals, utmpnormals; UMat unewPoints, unewNormals; Mat points, normals; AccessFlag af = ACCESS_READ; settings.volume->integrate(udepth, settings.depthFactor, settings.poses[0].matrix, settings.intr); if (isRaycast) { settings.volume->raycast(settings.poses[0].matrix, settings.intr, settings.frameSize, upoints, unormals); } if (isFetchPointsNormals) { settings.volume->fetchPointsNormals(upoints, unormals); } if (isFetchNormals) { settings.volume->fetchPointsNormals(upoints, utmpnormals); settings.volume->fetchNormals(upoints, unormals); } normals = unormals.getMat(af); points = upoints.getMat(af); auto normalCheck = [](Vec4f& vector, const int*) { if (!cvIsNaN(vector[0])) { float length = vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]; ASSERT_LT(abs(1 - length), 0.0001f) << "There is normal with length != 1"; } }; if (parallelCheck) normals.forEach(normalCheck); else normalsCheck(normals); if (isRaycast && display) displayImage(depth, points, normals, settings.depthFactor, settings.lightPose); if (isRaycast) { settings.volume->raycast(settings.poses[17].matrix, settings.intr, settings.frameSize, unewPoints, unewNormals); normals = unewNormals.getMat(af); points = unewPoints.getMat(af); normalsCheck(normals); if (parallelCheck) normals.forEach(normalCheck); else normalsCheck(normals); if (display) displayImage(depth, points, normals, settings.depthFactor, settings.lightPose); } } void valid_points_test(bool isHashTSDF) { Settings settings(isHashTSDF, true); Mat depth = settings.scene->depth(settings.poses[0]); UMat udepth; depth.copyTo(udepth); UMat upoints, unormals, unewPoints, unewNormals; AccessFlag af = ACCESS_READ; Mat points, normals; int anfas, profile; settings.volume->integrate(udepth, settings.depthFactor, settings.poses[0].matrix, settings.intr); settings.volume->raycast(settings.poses[0].matrix, settings.intr, settings.frameSize, upoints, unormals); normals = unormals.getMat(af); points = upoints.getMat(af); patchNaNs(points); anfas = counterOfValid(points); ASSERT_NE(anfas, 0) << "There is no points in anfas"; if (display) displayImage(depth, points, normals, settings.depthFactor, settings.lightPose); settings.volume->raycast(settings.poses[17].matrix, settings.intr, settings.frameSize, unewPoints, unewNormals); normals = unewNormals.getMat(af); points = unewPoints.getMat(af); patchNaNs(points); profile = counterOfValid(points); ASSERT_NE(profile, 0) << "There is no points in profile"; // TODO: why profile == 2*anfas ? float percentValidity = float(anfas) / float(profile); ASSERT_LT(abs(0.5 - percentValidity), 0.3) << "percentValidity out of [0.3; 0.7] (percentValidity=" << percentValidity << ")"; if (display) displayImage(depth, points, normals, settings.depthFactor, settings.lightPose); } TEST(TSDF_GPU, raycast_normals) { normal_test(false, true, false, false); } TEST(TSDF_GPU, fetch_points_normals) { normal_test(false, false, true, false); } TEST(TSDF_GPU, fetch_normals) { normal_test(false, false, false, true); } TEST(TSDF_GPU, valid_points) { valid_points_test(false); } TEST(HashTSDF_GPU, raycast_normals) { normal_test(true, true, false, false); } TEST(HashTSDF_GPU, fetch_points_normals) { normal_test(true, false, true, false); } TEST(HashTSDF_GPU, fetch_normals) { normal_test(true, false, false, true); } TEST(HashTSDF_GPU, valid_points) { valid_points_test(true); } } } // namespace #endif