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Richard Torenvliet
eos
Commits
77f271f1
Commit
77f271f1
authored
Jun 30, 2015
by
Patrik Huber
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Plain Diff
Moved some function implementations into headers and changed to snake_case
parent
9f2bf891
Changes
5
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5 changed files
with
36 additions
and
35 deletions
+36
-35
examples/fit_model.cpp
examples/fit_model.cpp
+3
-3
include/eos/fitting/AffineCameraEstimation.hpp
include/eos/fitting/AffineCameraEstimation.hpp
+16
-4
include/eos/render/utils.hpp
include/eos/render/utils.hpp
+17
-4
src/eos/fitting/AffineCameraEstimation.cpp
src/eos/fitting/AffineCameraEstimation.cpp
+0
-9
src/eos/render/utils.cpp
src/eos/render/utils.cpp
+0
-15
No files found.
examples/fit_model.cpp
View file @
77f271f1
...
@@ -167,7 +167,7 @@ int main(int argc, char *argv[])
...
@@ -167,7 +167,7 @@ int main(int argc, char *argv[])
vertexIndices
.
emplace_back
(
vertexIdx
);
vertexIndices
.
emplace_back
(
vertexIdx
);
imagePoints
.
emplace_back
(
landmarks
[
i
]);
imagePoints
.
emplace_back
(
landmarks
[
i
]);
}
}
catch
(
std
::
out_of_range
&
e
)
{
catch
(
const
std
::
out_of_range
&
)
{
// just continue if the point isn't defined in the mapping
// just continue if the point isn't defined in the mapping
}
}
++
ibugId
;
++
ibugId
;
...
@@ -178,7 +178,7 @@ int main(int argc, char *argv[])
...
@@ -178,7 +178,7 @@ int main(int argc, char *argv[])
// Draw the mean-face landmarks projected using the estimated camera:
// Draw the mean-face landmarks projected using the estimated camera:
for
(
auto
&&
vertex
:
modelPoints
)
{
for
(
auto
&&
vertex
:
modelPoints
)
{
Vec2f
screenPoint
=
fitting
::
project
A
ffine
(
vertex
,
affineCam
,
image
.
cols
,
image
.
rows
);
Vec2f
screenPoint
=
fitting
::
project
_a
ffine
(
vertex
,
affineCam
,
image
.
cols
,
image
.
rows
);
cv
::
circle
(
outimg
,
cv
::
Point2f
(
screenPoint
),
5.0
f
,
{
0.0
f
,
255.0
f
,
0.0
f
});
cv
::
circle
(
outimg
,
cv
::
Point2f
(
screenPoint
),
5.0
f
,
{
0.0
f
,
255.0
f
,
0.0
f
});
}
}
...
@@ -193,7 +193,7 @@ int main(int argc, char *argv[])
...
@@ -193,7 +193,7 @@ int main(int argc, char *argv[])
// Draw the projected points again, this time using the fitted model shape:
// Draw the projected points again, this time using the fitted model shape:
for
(
auto
&&
idx
:
vertexIndices
)
{
for
(
auto
&&
idx
:
vertexIndices
)
{
Vec4f
modelPoint
(
mesh
.
vertices
[
idx
][
0
],
mesh
.
vertices
[
idx
][
1
],
mesh
.
vertices
[
idx
][
2
],
mesh
.
vertices
[
idx
][
3
]);
Vec4f
modelPoint
(
mesh
.
vertices
[
idx
][
0
],
mesh
.
vertices
[
idx
][
1
],
mesh
.
vertices
[
idx
][
2
],
mesh
.
vertices
[
idx
][
3
]);
Vec2f
screenPoint
=
fitting
::
project
A
ffine
(
modelPoint
,
affineCam
,
image
.
cols
,
image
.
rows
);
Vec2f
screenPoint
=
fitting
::
project
_a
ffine
(
modelPoint
,
affineCam
,
image
.
cols
,
image
.
rows
);
cv
::
circle
(
outimg
,
cv
::
Point2f
(
screenPoint
),
3.0
f
,
{
0.0
f
,
0.0
f
,
255.0
f
});
cv
::
circle
(
outimg
,
cv
::
Point2f
(
screenPoint
),
3.0
f
,
{
0.0
f
,
0.0
f
,
255.0
f
});
}
}
...
...
include/eos/fitting/AffineCameraEstimation.hpp
View file @
77f271f1
...
@@ -22,6 +22,8 @@
...
@@ -22,6 +22,8 @@
#ifndef AFFINECAMERAESTIMATION_HPP_
#ifndef AFFINECAMERAESTIMATION_HPP_
#define AFFINECAMERAESTIMATION_HPP_
#define AFFINECAMERAESTIMATION_HPP_
#include "eos/render/utils.hpp"
#include "opencv2/core/core.hpp"
#include "opencv2/core/core.hpp"
#include <vector>
#include <vector>
...
@@ -51,13 +53,23 @@ cv::Mat estimateAffineCamera(std::vector<cv::Vec2f> imagePoints, std::vector<cv:
...
@@ -51,13 +53,23 @@ cv::Mat estimateAffineCamera(std::vector<cv::Vec2f> imagePoints, std::vector<cv:
* also flips the y-axis (the image origin is top-left, while in
* also flips the y-axis (the image origin is top-left, while in
* clip space top is +1 and bottom is -1).
* clip space top is +1 and bottom is -1).
*
*
* Note: Assumes the affine camera matrix only projects from world
* to clip space, because a subsequent window transform is applied.
*
* @param[in] vertex A vertex in 3D space. vertex[3] = 1.0f.
* @param[in] vertex A vertex in 3D space. vertex[3] = 1.0f.
* @param[in] affine
CameraM
atrix A 3x4 affine camera matrix.
* @param[in] affine
_camera_m
atrix A 3x4 affine camera matrix.
* @param[in] screen
W
idth Width of the screen or window used for projection.
* @param[in] screen
_w
idth Width of the screen or window used for projection.
* @param[in] screen
H
eight Height of the screen or window used for projection.
* @param[in] screen
_h
eight Height of the screen or window used for projection.
* @return A vector with x and y coordinates transformed to screen coordinates.
* @return A vector with x and y coordinates transformed to screen coordinates.
*/
*/
cv
::
Vec2f
projectAffine
(
cv
::
Vec4f
vertex
,
cv
::
Mat
affineCameraMatrix
,
int
screenWidth
,
int
screenHeight
);
inline
cv
::
Vec2f
project_affine
(
cv
::
Vec4f
vertex
,
cv
::
Mat
affine_camera_matrix
,
int
screen_width
,
int
screen_height
)
{
// Transform to clip space:
cv
::
Mat
clip_coords
=
affine_camera_matrix
*
cv
::
Mat
(
vertex
);
// Take the x and y coordinates in clip space and apply the window transform:
cv
::
Vec2f
screen_coords
=
render
::
clip_to_screen_space
(
cv
::
Vec2f
(
clip_coords
.
rowRange
(
0
,
2
)),
screen_width
,
screen_height
);
return
screen_coords
;
};
}
/* namespace fitting */
}
/* namespace fitting */
}
/* namespace eos */
}
/* namespace eos */
...
...
include/eos/render/utils.hpp
View file @
77f271f1
...
@@ -39,12 +39,25 @@ namespace eos {
...
@@ -39,12 +39,25 @@ namespace eos {
* we flip y at the end.
* we flip y at the end.
* Qt: Origin top-left. OpenGL: bottom-left. OCV: top-left.
* Qt: Origin top-left. OpenGL: bottom-left. OCV: top-left.
*
*
* @param[in] clip
C
oordinates A point in clip coordinates.
* @param[in] clip
_c
oordinates A point in clip coordinates.
* @param[in] screen
W
idth Width of the screen or window.
* @param[in] screen
_w
idth Width of the screen or window.
* @param[in] screen
H
eight Height of the screen or window.
* @param[in] screen
_h
eight Height of the screen or window.
* @return A vector with x and y coordinates transformed to screen space.
* @return A vector with x and y coordinates transformed to screen space.
*/
*/
cv
::
Vec2f
clipToScreenSpace
(
cv
::
Vec2f
clipCoordinates
,
int
screenWidth
,
int
screenHeight
);
inline
cv
::
Vec2f
clip_to_screen_space
(
cv
::
Vec2f
clip_coordinates
,
int
screen_width
,
int
screen_height
)
{
// Window transform:
float
x_ss
=
(
clip_coordinates
[
0
]
+
1.0
f
)
*
(
screen_width
/
2.0
f
);
float
y_ss
=
screen_height
-
(
clip_coordinates
[
1
]
+
1.0
f
)
*
(
screen_height
/
2.0
f
);
// also flip y; Qt: Origin top-left. OpenGL: bottom-left.
return
cv
::
Vec2f
(
x_ss
,
y_ss
);
/* Note: What we do here is equivalent to
x_w = (x * vW/2) + vW/2;
However, Shirley says we should do:
x_w = (x * vW/2) + (vW-1)/2;
(analogous for y)
Todo: Check the consequences.
*/
};
/**
/**
* Transforms a point from image (screen) coordinates to
* Transforms a point from image (screen) coordinates to
...
...
src/eos/fitting/AffineCameraEstimation.cpp
View file @
77f271f1
...
@@ -144,14 +144,5 @@ Mat estimateAffineCamera(vector<Vec2f> imagePoints, vector<Vec4f> modelPoints)
...
@@ -144,14 +144,5 @@ Mat estimateAffineCamera(vector<Vec2f> imagePoints, vector<Vec4f> modelPoints)
return
P_Affine
;
return
P_Affine
;
}
}
cv
::
Vec2f
projectAffine
(
cv
::
Vec4f
vertex
,
cv
::
Mat
affineCameraMatrix
,
int
screenWidth
,
int
screenHeight
)
{
// Transform to clip space:
Mat
clipCoords
=
affineCameraMatrix
*
Mat
(
vertex
);
// Take the x and y coordinates in clip space and apply the window transform:
cv
::
Vec2f
screenCoords
=
render
::
clipToScreenSpace
(
cv
::
Vec2f
(
clipCoords
.
rowRange
(
0
,
2
)),
screenWidth
,
screenHeight
);
return
screenCoords
;
}
}
/* namespace fitting */
}
/* namespace fitting */
}
/* namespace eos */
}
/* namespace eos */
src/eos/render/utils.cpp
View file @
77f271f1
...
@@ -24,21 +24,6 @@ using cv::Vec2f;
...
@@ -24,21 +24,6 @@ using cv::Vec2f;
namespace
eos
{
namespace
eos
{
namespace
render
{
namespace
render
{
Vec2f
clipToScreenSpace
(
Vec2f
clipCoordinates
,
int
screenWidth
,
int
screenHeight
)
{
// Window transform:
float
x_ss
=
(
clipCoordinates
[
0
]
+
1.0
f
)
*
(
screenWidth
/
2.0
f
);
float
y_ss
=
screenHeight
-
(
clipCoordinates
[
1
]
+
1.0
f
)
*
(
screenHeight
/
2.0
f
);
// also flip y; Qt: Origin top-left. OpenGL: bottom-left.
return
Vec2f
(
x_ss
,
y_ss
);
/* Note: What we do here is equivalent to
x_w = (x * vW/2) + vW/2;
However, Shirley says we should do:
x_w = (x * vW/2) + (vW-1)/2;
(analogous for y)
Todo: Check the consequences.
*/
}
Vec2f
screenToClipSpace
(
Vec2f
screenCoordinates
,
int
screenWidth
,
int
screenHeight
)
Vec2f
screenToClipSpace
(
Vec2f
screenCoordinates
,
int
screenWidth
,
int
screenHeight
)
{
{
float
x_cs
=
screenCoordinates
[
0
]
/
(
screenWidth
/
2.0
f
)
-
1.0
f
;
float
x_cs
=
screenCoordinates
[
0
]
/
(
screenWidth
/
2.0
f
)
-
1.0
f
;
...
...
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