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Richard Torenvliet
eos
Commits
a217fb51
Commit
a217fb51
authored
Aug 01, 2015
by
patrikhuber
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Renamed texture_map to isomap
parent
2cedbf89
Changes
1
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8 additions
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8 deletions
+8
-8
include/eos/render/texture_extraction.hpp
include/eos/render/texture_extraction.hpp
+8
-8
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include/eos/render/texture_extraction.hpp
View file @
a217fb51
...
...
@@ -99,7 +99,7 @@ inline cv::Mat extract_texture(Mesh mesh, cv::Mat affine_camera_matrix, cv::Mat
affine_camera_matrix
=
detail
::
calculate_affine_z_direction
(
affine_camera_matrix
);
Mat
texture_
map
=
Mat
::
zeros
(
isomap_resolution
,
isomap_resolution
,
CV_8UC3
);
// #Todo: We do want an alpha channel. Will be added soon-ish.
Mat
iso
map
=
Mat
::
zeros
(
isomap_resolution
,
isomap_resolution
,
CV_8UC3
);
// #Todo: We do want an alpha channel. Will be added soon-ish.
// #Todo: We should handle gray images, but output a 3-channel isomap nevertheless I think.
for
(
const
auto
&
triangle_indices
:
mesh
.
tvi
)
{
...
...
@@ -139,9 +139,9 @@ inline cv::Mat extract_texture(Mesh mesh, cv::Mat affine_camera_matrix, cv::Mat
res
=
Mat
(
affine_camera_matrix
*
Mat
(
vec
));
src_tri
[
2
]
=
Vec2f
(
res
[
0
],
res
[
1
]);
dst_tri
[
0
]
=
cv
::
Point2f
(
texture_map
.
cols
*
mesh
.
texcoords
[
triangle_indices
[
0
]][
0
],
texture_
map
.
rows
*
mesh
.
texcoords
[
triangle_indices
[
0
]][
1
]
-
1.0
f
);
dst_tri
[
1
]
=
cv
::
Point2f
(
texture_map
.
cols
*
mesh
.
texcoords
[
triangle_indices
[
1
]][
0
],
texture_
map
.
rows
*
mesh
.
texcoords
[
triangle_indices
[
1
]][
1
]
-
1.0
f
);
dst_tri
[
2
]
=
cv
::
Point2f
(
texture_map
.
cols
*
mesh
.
texcoords
[
triangle_indices
[
2
]][
0
],
texture_
map
.
rows
*
mesh
.
texcoords
[
triangle_indices
[
2
]][
1
]
-
1.0
f
);
dst_tri
[
0
]
=
cv
::
Point2f
(
isomap
.
cols
*
mesh
.
texcoords
[
triangle_indices
[
0
]][
0
],
iso
map
.
rows
*
mesh
.
texcoords
[
triangle_indices
[
0
]][
1
]
-
1.0
f
);
dst_tri
[
1
]
=
cv
::
Point2f
(
isomap
.
cols
*
mesh
.
texcoords
[
triangle_indices
[
1
]][
0
],
iso
map
.
rows
*
mesh
.
texcoords
[
triangle_indices
[
1
]][
1
]
-
1.0
f
);
dst_tri
[
2
]
=
cv
::
Point2f
(
isomap
.
cols
*
mesh
.
texcoords
[
triangle_indices
[
2
]][
0
],
iso
map
.
rows
*
mesh
.
texcoords
[
triangle_indices
[
2
]][
1
]
-
1.0
f
);
// Get the inverse Affine Transform from original image: from dst to src
Mat
warp_mat_org_inv
=
cv
::
getAffineTransform
(
dst_tri
,
src_tri
);
...
...
@@ -195,7 +195,7 @@ inline cv::Mat extract_texture(Mesh mesh, cv::Mat affine_camera_matrix, cv::Mat
color
=
image
.
at
<
cv
::
Vec3b
>
(
cvRound
(
src_texel
[
1
]),
cvRound
(
src_texel
[
0
]));
}
}
texture_
map
.
at
<
cv
::
Vec3b
>
(
y
,
x
)
=
color
;
iso
map
.
at
<
cv
::
Vec3b
>
(
y
,
x
)
=
color
;
}
else
if
(
mapping_type
==
TextureInterpolation
::
Bilinear
)
{
...
...
@@ -223,7 +223,7 @@ inline cv::Mat extract_texture(Mesh mesh, cv::Mat affine_camera_matrix, cv::Mat
float
color_lower_left
=
image
.
at
<
cv
::
Vec3b
>
(
ceil
(
src_texel
[
1
]),
floor
(
src_texel
[
0
]))[
color
]
*
distance_lower_left
;
float
color_lower_right
=
image
.
at
<
cv
::
Vec3b
>
(
ceil
(
src_texel
[
1
]),
ceil
(
src_texel
[
0
]))[
color
]
*
distance_lower_right
;
texture_
map
.
at
<
cv
::
Vec3b
>
(
y
,
x
)[
color
]
=
color_upper_left
+
color_upper_right
+
color_lower_left
+
color_lower_right
;
iso
map
.
at
<
cv
::
Vec3b
>
(
y
,
x
)[
color
]
=
color_upper_left
+
color_upper_right
+
color_lower_left
+
color_lower_right
;
}
}
else
if
(
mapping_type
==
TextureInterpolation
::
NearestNeighbour
)
{
...
...
@@ -233,13 +233,13 @@ inline cv::Mat extract_texture(Mesh mesh, cv::Mat affine_camera_matrix, cv::Mat
Vec2f
src_texel
=
Mat
(
warp_mat_org_inv
*
Mat
(
homogenous_dst_coord
));
if
((
cvRound
(
src_texel
[
1
])
<
image
.
rows
)
&&
(
cvRound
(
src_texel
[
0
])
<
image
.
cols
))
texture_
map
.
at
<
cv
::
Vec3b
>
(
y
,
x
)
=
image
.
at
<
cv
::
Vec3b
>
(
cvRound
(
src_texel
[
1
]),
cvRound
(
src_texel
[
0
]));
iso
map
.
at
<
cv
::
Vec3b
>
(
y
,
x
)
=
image
.
at
<
cv
::
Vec3b
>
(
cvRound
(
src_texel
[
1
]),
cvRound
(
src_texel
[
0
]));
}
}
}
}
}
return
texture_
map
;
return
iso
map
;
};
}
/* namespace render */
...
...
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