#include #include #include #include #include "cv.h" #include "highgui.h" using namespace cv; using namespace std; namespace cv { /* copy of class defines int tests/cv/chessboardgenerator.h */ class ChessBoardGenerator { public: double sensorWidth; double sensorHeight; size_t squareEdgePointsNum; double min_cos; mutable double cov; Size patternSize; int rendererResolutionMultiplier; ChessBoardGenerator(const Size& patternSize = Size(8, 6)); Mat operator()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs, vector& corners) const; Size cornersSize() const; private: void generateEdge(const Point3f& p1, const Point3f& p2, vector& out) const; Mat generageChessBoard(const Mat& bg, const Mat& camMat, const Mat& distCoeffs, const Point3f& zero, const Point3f& pb1, const Point3f& pb2, float sqWidth, float sqHeight, const vector& whole, vector& corners) const; void generateBasis(Point3f& pb1, Point3f& pb2) const; Point3f generateChessBoardCenter(const Mat& camMat, const Size& imgSize) const; Mat rvec, tvec; }; }; const Size imgSize(800, 600); const Size brdSize(8, 7); const size_t brds_num = 20; template ostream& operator<<(ostream& out, const Mat_& mat) { for(int j = 0; j < mat.rows; ++j) for(int i = 0; i < mat.cols; ++i) out << mat(j, i) << " "; return out; } int main() { cout << "Initializing background..."; Mat background(imgSize, CV_8UC3); randu(background, Scalar::all(32), Scalar::all(255)); GaussianBlur(background, background, Size(5, 5), 2); cout << "Done" << endl; cout << "Initializing chess board generator..."; ChessBoardGenerator cbg(brdSize); cbg.rendererResolutionMultiplier = 4; cout << "Done" << endl; /* camera params */ Mat_ camMat(3, 3); camMat << 300., 0., background.cols/2., 0, 300., background.rows/2., 0., 0., 1.; Mat_ distCoeffs(1, 5); distCoeffs << 1.2, 0.2, 0., 0., 0.; cout << "Generating chessboards..."; vector boards(brds_num); vector tmp; for(size_t i = 0; i < brds_num; ++i) cout << (boards[i] = cbg(background, camMat, distCoeffs, tmp), i) << " "; cout << "Done" << endl; vector chessboard3D; for(int j = 0; j < cbg.cornersSize().height; ++j) for(int i = 0; i < cbg.cornersSize().width; ++i) chessboard3D.push_back(Point3i(i, j, 0)); /* init points */ vector< vector > objectPoints; vector< vector > imagePoints; cout << endl << "Finding chessboards' corners..."; for(size_t i = 0; i < brds_num; ++i) { cout << i; namedWindow("Current chessboard"); imshow("Current chessboard", boards[i]); waitKey(100); bool found = findChessboardCorners(boards[i], cbg.cornersSize(), tmp); if (found) { imagePoints.push_back(tmp); objectPoints.push_back(chessboard3D); cout<< "-found "; } else cout<< "-not-found "; drawChessboardCorners(boards[i], cbg.cornersSize(), Mat(tmp), found); imshow("Current chessboard", boards[i]); waitKey(1000); } cout << "Done" << endl; cvDestroyAllWindows(); Mat camMat_est; Mat distCoeffs_est; vector rvecs, tvecs; cout << "Calibrating..."; double rep_err = calibrateCamera(objectPoints, imagePoints, imgSize, camMat_est, distCoeffs_est, rvecs, tvecs); cout << "Done" << endl; cout << endl << "Average Reprojection error: " << rep_err/brds_num/cbg.cornersSize().area() << endl; cout << "==================================" << endl; cout << "Original camera matrix:\n" << camMat << endl; cout << "Original distCoeffs:\n" << distCoeffs << endl; cout << "==================================" << endl; cout << "Estiamted camera matrix:\n" << (Mat_&)camMat_est << endl; cout << "Estiamted distCoeffs:\n" << (Mat_&)distCoeffs_est << endl; return 0; } ///////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////// // Copy of tests/cv/src/chessboardgenerator code. Just do not want to add dependency. ChessBoardGenerator::ChessBoardGenerator(const Size& _patternSize) : sensorWidth(32), sensorHeight(24), squareEdgePointsNum(200), min_cos(sqrt(2.f)*0.5f), cov(0.5), patternSize(_patternSize), rendererResolutionMultiplier(4), tvec(Mat::zeros(1, 3, CV_32F)) { Rodrigues(Mat::eye(3, 3, CV_32F), rvec); } void cv::ChessBoardGenerator::generateEdge(const Point3f& p1, const Point3f& p2, vector& out) const { Point3f step = (p2 - p1) * (1.f/squareEdgePointsNum); for(size_t n = 0; n < squareEdgePointsNum; ++n) out.push_back( p1 + step * (float)n); } Size cv::ChessBoardGenerator::cornersSize() const { return Size(patternSize.width-1, patternSize.height-1); } struct Mult { float m; Mult(int mult) : m((float)mult) {} Point2f operator()(const Point2f& p)const { return p * m; } }; void cv::ChessBoardGenerator::generateBasis(Point3f& pb1, Point3f& pb2) const { RNG& rng = theRNG(); Vec3f n; for(;;) { n[0] = rng.uniform(-1.f, 1.f); n[1] = rng.uniform(-1.f, 1.f); n[2] = rng.uniform(-1.f, 1.f); float len = (float)norm(n); n[0]/=len; n[1]/=len; n[2]/=len; if (fabs(n[2]) > min_cos) break; } Vec3f n_temp = n; n_temp[0] += 100; Vec3f b1 = n.cross(n_temp); Vec3f b2 = n.cross(b1); float len_b1 = (float)norm(b1); float len_b2 = (float)norm(b2); pb1 = Point3f(b1[0]/len_b1, b1[1]/len_b1, b1[2]/len_b1); pb2 = Point3f(b2[0]/len_b1, b2[1]/len_b2, b2[2]/len_b2); } Mat cv::ChessBoardGenerator::generageChessBoard(const Mat& bg, const Mat& camMat, const Mat& distCoeffs, const Point3f& zero, const Point3f& pb1, const Point3f& pb2, float sqWidth, float sqHeight, const vector& whole, vector& corners) const { vector< vector > squares_black; for(int i = 0; i < patternSize.width; ++i) for(int j = 0; j < patternSize.height; ++j) if ( (i % 2 == 0 && j % 2 == 0) || (i % 2 != 0 && j % 2 != 0) ) { vector pts_square3d; vector pts_square2d; Point3f p1 = zero + (i + 0) * sqWidth * pb1 + (j + 0) * sqHeight * pb2; Point3f p2 = zero + (i + 1) * sqWidth * pb1 + (j + 0) * sqHeight * pb2; Point3f p3 = zero + (i + 1) * sqWidth * pb1 + (j + 1) * sqHeight * pb2; Point3f p4 = zero + (i + 0) * sqWidth * pb1 + (j + 1) * sqHeight * pb2; generateEdge(p1, p2, pts_square3d); generateEdge(p2, p3, pts_square3d); generateEdge(p3, p4, pts_square3d); generateEdge(p4, p1, pts_square3d); projectPoints( Mat(pts_square3d), rvec, tvec, camMat, distCoeffs, pts_square2d); squares_black.resize(squares_black.size() + 1); vector temp; approxPolyDP(Mat(pts_square2d), temp, 1.0, true); transform(temp.begin(), temp.end(), back_inserter(squares_black.back()), Mult(rendererResolutionMultiplier)); } /* calculate corners */ vector corners3d; for(int j = 0; j < patternSize.height - 1; ++j) for(int i = 0; i < patternSize.width - 1; ++i) corners3d.push_back(zero + (i + 1) * sqWidth * pb1 + (j + 1) * sqHeight * pb2); corners.clear(); projectPoints( Mat(corners3d), rvec, tvec, camMat, distCoeffs, corners); vector whole3d; vector whole2d; generateEdge(whole[0], whole[1], whole3d); generateEdge(whole[1], whole[2], whole3d); generateEdge(whole[2], whole[3], whole3d); generateEdge(whole[3], whole[0], whole3d); projectPoints( Mat(whole3d), rvec, tvec, camMat, distCoeffs, whole2d); vector temp_whole2d; approxPolyDP(Mat(whole2d), temp_whole2d, 1.0, true); vector< vector > whole_contour(1); transform(temp_whole2d.begin(), temp_whole2d.end(), back_inserter(whole_contour.front()), Mult(rendererResolutionMultiplier)); Mat result; if (rendererResolutionMultiplier == 1) { result = bg.clone(); drawContours(result, whole_contour, -1, Scalar::all(255), CV_FILLED, CV_AA); drawContours(result, squares_black, -1, Scalar::all(0), CV_FILLED, CV_AA); } else { Mat tmp; resize(bg, tmp, bg.size() * rendererResolutionMultiplier); drawContours(tmp, whole_contour, -1, Scalar::all(255), CV_FILLED, CV_AA); drawContours(tmp, squares_black, -1, Scalar::all(0), CV_FILLED, CV_AA); resize(tmp, result, bg.size(), 0, 0, INTER_AREA); } return result; } Mat cv::ChessBoardGenerator::operator ()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs, vector& corners) const { cov = min(cov, 0.8); double fovx, fovy, focalLen; Point2d principalPoint; double aspect; calibrationMatrixValues( camMat, bg.size(), sensorWidth, sensorHeight, fovx, fovy, focalLen, principalPoint, aspect); RNG& rng = theRNG(); float d1 = static_cast(rng.uniform(0.1, 10.0)); float ah = static_cast(rng.uniform(-fovx/2 * cov, fovx/2 * cov) * CV_PI / 180); float av = static_cast(rng.uniform(-fovy/2 * cov, fovy/2 * cov) * CV_PI / 180); Point3f p; p.z = cos(ah) * d1; p.x = sin(ah) * d1; p.y = p.z * tan(av); Point3f pb1, pb2; generateBasis(pb1, pb2); float cbHalfWidth = static_cast(norm(p) * sin( min(fovx, fovy) * 0.5 * CV_PI / 180)); float cbHalfHeight = cbHalfWidth * patternSize.height / patternSize.width; vector pts3d(4); vector pts2d(4); for(;;) { pts3d[0] = p + pb1 * cbHalfWidth + cbHalfHeight * pb2; pts3d[1] = p + pb1 * cbHalfWidth - cbHalfHeight * pb2; pts3d[2] = p - pb1 * cbHalfWidth - cbHalfHeight * pb2; pts3d[3] = p - pb1 * cbHalfWidth + cbHalfHeight * pb2; /* can remake with better perf */ projectPoints( Mat(pts3d), rvec, tvec, camMat, distCoeffs, pts2d); bool inrect1 = pts2d[0].x < bg.cols && pts2d[0].y < bg.rows && pts2d[0].x > 0 && pts2d[0].y > 0; bool inrect2 = pts2d[1].x < bg.cols && pts2d[1].y < bg.rows && pts2d[1].x > 0 && pts2d[1].y > 0; bool inrect3 = pts2d[2].x < bg.cols && pts2d[2].y < bg.rows && pts2d[2].x > 0 && pts2d[2].y > 0; bool inrect4 = pts2d[3].x < bg.cols && pts2d[3].y < bg.rows && pts2d[3].x > 0 && pts2d[3].y > 0; if ( inrect1 && inrect2 && inrect3 && inrect4) break; cbHalfWidth*=0.8f; cbHalfHeight = cbHalfWidth * patternSize.height / patternSize.width; } cbHalfWidth *= static_cast(patternSize.width)/(patternSize.width + 1); cbHalfHeight *= static_cast(patternSize.height)/(patternSize.height + 1); Point3f zero = p - pb1 * cbHalfWidth - cbHalfHeight * pb2; float sqWidth = 2 * cbHalfWidth/patternSize.width; float sqHeight = 2 * cbHalfHeight/patternSize.height; return generageChessBoard(bg, camMat, distCoeffs, zero, pb1, pb2, sqWidth, sqHeight, pts3d, corners); }