Point3i World::GetRayCollisionDist(const Vec3f &start, const Vec3f &dir, float castDist) // Returns -1.0f of the ray didn't hit anything
{
	float dist = 1.6f;

	// Test every block length, so will hit all blocks no matter what
	while(dist <= castDist)
	{
		// Get the position along the ray
		Vec3f pos(start + dir * dist);

		// Get the voxel at this position
		int vx = static_cast<int>(pos.x);
		int vy = static_cast<int>(pos.y);
		int vz = static_cast<int>(pos.z);

		unsigned char type = GetVoxel(vx, vy, vz);

		// If solid, stop testing
		if(type != 0)
			return Point3i(vx, vy, vz);

		dist += 1.0f;
	}

	// Didn't hit anything, return may power
	return Point3i(-1, -1, -1);
}
Point3i BaseFlow::like_ransac(vector<Point3i> vec)
{
    Point2i center_init,center_good;
    float sum_x=0,sum_y=0;
    for (size_t i = 0; i < vec.size(); i++)
    {
        sum_x += vec[i].x;
        sum_y += vec[i].y;
    }
    center_init.x = sum_x/vec.size();
    center_init.y = sum_y/vec.size();
    //cout<<"center_init.x1: "<<center_init.x<<"  "<<"center_init.y1: "<<center_init.y<<endl;

    std::sort(vec.begin(),vec.end(),comp); //upsort

    sum_x=0;sum_y=0;
    for (size_t i = 0; i < vec.size()/2; i++)
    {
        sum_x += vec[i].x;
        sum_y += vec[i].y;
    }
    center_init.x = sum_x/(vec.size()/2);
    center_init.y = sum_y/(vec.size()/2);
    //cout<<"center_init.x2: "<<center_init.x<<"  "<<"center_init.y2: "<<center_init.y<<endl;

    return Point3i(center_init.x,center_init.y,0);
}
Mat FastLSPredictionComputer::getBuffer(const Point3i& currentPos) {
	int pos[] = {currentPos.z - context->getFullNeighborhood().getFront(), currentPos.y - context->getFullNeighborhood().getTop(),
		currentPos.x - context->getFullNeighborhood().getLeft(), 0, 0}; // buffer position
	if(pos[0] < 0 || pos[1] < 0 || pos[2] < 0 || pos[2] >= covMatBuffer.size[2] ||
		pos[1] >= context->getImage()->size[1] - context->getFullNeighborhood().getMask().size[1] + 1)
			return zeroBuffer; // outside the buffer return zero matrix
	if(pos[0] >= covMatBuffer.size[0]) { // slice ringbuffer is active
		if(pos[0] > (int)currentSlice) { // rotate ringbuffer
			pos[0] %= covMatBuffer.size[0]; // ringbuffer position
			int startSlice[] = {pos[0], 0, 0, 0, 0};
			for(double *nanPtr = &(covMatBuffer.at<double>(startSlice)),
				*endPtr = nanPtr + covMatBuffer.size[1] * covMatBuffer.size[2] * covMatBuffer.size[3] * covMatBuffer.size[4];
				nanPtr < endPtr; nanPtr += covMatBuffer.size[3] * covMatBuffer.size[4])
					*nanPtr = numeric_limits<double>::quiet_NaN(); // set upper left matrix values to nan
			++currentSlice;
			currentRow = context->getTrainingregion().getTop() + 1;
		} else pos[0] %= covMatBuffer.size[0];
	}
	if(!context->getTrainingregion().getFront()) { // row ringbuffer is active
		if(pos[1] > (int)currentRow) { // rotate ringbuffer
			pos[1] %= covMatBuffer.size[1]; // ringbuffer position
			int startRow[] = {0, pos[1], 0, 0, 0};
			for(double *nanPtr = &(covMatBuffer.at<double>(startRow)),
				*endPtr = nanPtr + covMatBuffer.size[2] * covMatBuffer.size[3] * covMatBuffer.size[4];
				nanPtr < endPtr; nanPtr += covMatBuffer.size[3] * covMatBuffer.size[4])
					*nanPtr = numeric_limits<double>::quiet_NaN(); // set upper left matrix values to nan
			++currentRow;
		} else pos[1] %= covMatBuffer.size[1];
	}
	double* bufPtr = &(covMatBuffer.at<double>(pos));
	#ifdef WIN32
	if(_isnan(*bufPtr)) {
	#else
	if(isnan(*bufPtr)) {
	#endif
		double* currentBufPtr = bufPtr;
		const double*    leftBufPtr = getBuffer(currentPos + Point3i(-1,  0, 0)).ptr<double>();
		const double*     topBufPtr = getBuffer(currentPos + Point3i( 0, -1, 0)).ptr<double>();
		const double* topleftBufPtr = getBuffer(currentPos + Point3i(-1, -1, 0)).ptr<double>();
		Mat sampleVector;
		context->contextOf(currentPos, sampleVector);
		const double* const sampleVectorPtr = sampleVector.ptr<double>();
		for(int k = 0; k < sampleVector.cols; ++k) // matrix is continuous!
			for(int l = 0; l < sampleVector.cols; ++l)
				*(currentBufPtr++) = sampleVectorPtr[k] * sampleVectorPtr[l] + *(topBufPtr++) + *(leftBufPtr++) - *(topleftBufPtr++);
		if(context->getTrainingregion().getFront()) { // 3-D training region
			const double*        frontBufPtr = getBuffer(currentPos + Point3i( 0,  0, -1)).ptr<double>();
			const double*    frontleftBufPtr = getBuffer(currentPos + Point3i(-1,  0, -1)).ptr<double>();
			const double*     fronttopBufPtr = getBuffer(currentPos + Point3i( 0, -1, -1)).ptr<double>();
			const double* fronttopleftBufPtr = getBuffer(currentPos + Point3i(-1, -1, -1)).ptr<double>();
			currentBufPtr = bufPtr;
			for(int k = 0; k < sampleVector.cols; ++k)
				for(int l = 0; l < sampleVector.cols; ++l)
					*(currentBufPtr++) += *(frontBufPtr++) - *(frontleftBufPtr++) - *(fronttopBufPtr++) + *(fronttopleftBufPtr++);
		}
	}
	return Mat(context->getFullNeighborhood().getNumberOfElements(), context->getFullNeighborhood().getNumberOfElements(), CV_64F, bufPtr);
} // end FastLSPredictionComputer::updateBuffer

} // end namespace vanilc
void GPUTexture::setBitmap(unsigned int slot, Bitmap *bitmap) {
	while (slot >= m_bitmaps.size())
		m_bitmaps.push_back(NULL);

	if (slot == 0 && bitmap != NULL) {
		m_size = Point3i(
			bitmap->getWidth(),
			bitmap->getHeight(), 1);

		if (bitmap->getWidth() == 1 || bitmap->getHeight() == 1)
			m_type = ETexture1D;
		else
			m_type = ETexture2D;

		switch (bitmap->getPixelFormat()) {
			case Bitmap::ELuminance: m_pixelFormat = ELuminance; break;
			case Bitmap::ELuminanceAlpha: m_pixelFormat = ELuminanceAlpha; break;
			case Bitmap::ERGB: m_pixelFormat = ERGB; break;
			case Bitmap::ERGBA: m_pixelFormat = ERGBA; break;
#if SPECTRUM_SAMPLES == 3
			case Bitmap::ESpectrum: m_pixelFormat = ERGB; break;
			case Bitmap::ESpectrumAlpha: m_pixelFormat = ERGBA; break;
#endif
			default:
				Log(EError, "Unsupported pixel format %i!",
					(int) bitmap->getPixelFormat());
		}

		switch (bitmap->getComponentFormat()) {
			case Bitmap::EUInt8: m_componentFormat = EUInt8; break;
			case Bitmap::EUInt16: m_componentFormat = EUInt16; break;
			case Bitmap::EUInt32: m_componentFormat = EUInt32; break;
			case Bitmap::EFloat16: m_componentFormat = EFloat16; break;
			case Bitmap::EFloat32: m_componentFormat = EFloat32; break;
			case Bitmap::EFloat64: m_componentFormat = EFloat64; break;
			default:
				Log(EError, "Unsupported component format %i!",
					(int) bitmap->getComponentFormat());
		}
	}

	if (m_bitmaps[slot] != NULL)
		m_bitmaps[slot]->decRef();

	m_bitmaps[slot] = bitmap;

	if (bitmap != NULL)
		bitmap->incRef();
}
Beispiel #5
0
vector< Point3i > FireflyOptimizator::moveToward(vector<pair<Point2i, Point2i>> vec,float amount)
{
    vector< Point3i > markerC2;

    for( pair<Point2i, Point2i> p  : vec)
    {
        p.second = interpolate(p,amount);

        markerC2.push_back(Point3i(p.second.x,p.second.y,0));


    }
    //WatershedImage r(imagePath,markerC2);
    return markerC2;

}
Point3i BaseFlow::weng_method(vector<Point3i> vec)
{
    float min_dis=600000;
    int index;  //stack if not init,it will be unknow
    for (size_t i = 0; i < vec.size(); i++)
    {
        float sum=0;
        for (size_t j = 0; j < vec.size(); j++)
        {
            if(i != j)
                sum += abs(vec[i].x - vec[j].x) + abs(vec[i].y - vec[j].y);
        }
        if(sum < min_dis)
        {
            min_dis = sum;
            index = i;
        }
    }
    return Point3i(vec[index].x,vec[index].y,index);
}
//圆拟合函数,性能很好,但要防止拟合时出现奇异值的情况
bool findCircleParameter::CircleFitByKasa(vector<Point> validPoints, Point& center, int&	 radius)
{
	if (validPoints.size() <= 2)
	{
		cout << "The Circle fit failed, Because there is not enought validate points to use!" << endl;
		return false;
	}

	vector<Point3i> extendA;
	vector<int> extendB;
	vector<Point>::iterator iter = validPoints.begin();
	while (iter != validPoints.end())
	{
		extendA.push_back(Point3i((*iter).x, (*iter).y, 1));
		extendB.push_back((pow((*iter).x, 2) + pow((*iter).y, 2)));
		iter++;
	}
	Mat A = Mat(extendA).reshape(1);
	Mat	B = Mat(extendB).reshape(1);

	Mat_<double> dA, dB;
	Mat_<double> P(3, 1, CV_64F);
	A.convertTo(dA, CV_64F);
	B.convertTo(dB, CV_64F);
	P = dA.inv(CV_SVD)*dB;

	//cout << P << endl;

	double p1, p2, p3;
	p1 = P.at<double>(0, 0);
	p2 = P.at<double>(1, 0);
	p3 = P.at<double>(2, 0);

	center.x = p1 / 2;
	center.y = p2 / 2;
	radius = sqrt((pow(p1, 2) + pow(p2, 2)) / 4 + p3);

	//cout << center.x << endl << center.y << endl << radius << endl;
	return true;
}
MTS_NAMESPACE_BEGIN

GPUTexture::GPUTexture(const std::string &name, Bitmap *bitmap)
 : m_name(name) {
	m_filterType = EMipMapLinear;
	m_wrapTypeU = m_wrapTypeV = EClampToEdge;
	m_mipmapped = true;
	m_maxAnisotropy = 0.0f;
	m_fbType = ENone;
	m_samples = 1;
	m_depthMode = ECompare;
	m_borderColor = Color3(static_cast<Float>(0));
	m_size = Point3i(0);

	if (bitmap != NULL) {
		setBitmap(0, bitmap);
	} else {
		m_type = ETexture2D;
		m_pixelFormat = ERGB;
		m_componentFormat = EUInt8;
	}
}
Beispiel #9
0
void VPLShaderManager::setVPL(const VPL &vpl) {
	Point p = vpl.its.p + vpl.its.shFrame.n * 0.01;
	Intersection its;

	/* Estimate good near and far plane locations by tracing some rays */
	Float nearClip =  std::numeric_limits<Float>::infinity(),
		  farClip  = -std::numeric_limits<Float>::infinity();
	Ray ray;
	ray.o = p;

	if (m_shadowMap == NULL || m_shadowMapResolution != m_shadowMap->getSize().x) {
		m_shadowMap = m_renderer->createGPUTexture("Shadow cube map", NULL);
		m_shadowMap->setSize(Point3i(m_shadowMapResolution, m_shadowMapResolution, 1));
		m_shadowMap->setFrameBufferType(GPUTexture::EDepthBuffer);
		m_shadowMap->setType(GPUTexture::ETextureCubeMap);
		m_shadowMap->setWrapType(GPUTexture::EClampToEdge);
		m_shadowMap->setFilterType(GPUTexture::ENearest);
		m_shadowMap->setDepthMode(GPUTexture::ENormal);
		m_shadowMap->init();
	}

	const int sampleCount = 200;
	const Float invSampleCount = 1.0f/sampleCount;

	for (int i=1; i<=sampleCount; ++i) {
		Vector dir;
		Point2 seed(i*invSampleCount, radicalInverse(2, i)); // Hammersley seq.
		if (vpl.type == ESurfaceVPL || vpl.luminaire->getType() & Luminaire::EOnSurface)
			dir = vpl.its.shFrame.toWorld(squareToHemispherePSA(seed));
		else
			dir = squareToSphere(seed);
		ray.setDirection(dir);
		if (m_scene->rayIntersect(ray, its)) {
			nearClip = std::min(nearClip, its.t);
			farClip = std::max(farClip, its.t);
		}
	}

	m_minDist = nearClip + (farClip - nearClip) * m_clamping;

	nearClip = std::min(nearClip, (Float) 0.001f);
	farClip = std::min(farClip * 1.5f, m_maxClipDist);

	if (farClip < 0 || nearClip >= farClip) {
		/* Unable to find any surface - just default values based on the scene size */
		nearClip = 1e-3f * m_scene->getBSphere().radius;
		farClip = 2 * m_scene->getBSphere().radius;
		m_minDist = 0;
	}
	farClip = std::min(farClip, 5.0f*m_scene->getBSphere().radius);

	m_nearClip = nearClip;
	m_invClipRange = 1/(farClip-nearClip);
	Transform lightViewTrafo, lightProjTrafo = Transform::glPerspective(90.0f, nearClip, farClip);
	Matrix4x4 identity;
	identity.setIdentity();
	m_renderer->setCamera(identity, identity);

	m_shadowMap->activateTarget();
	if (m_singlePass && m_shadowProgram != NULL) {
		/* "Fancy": render the whole cube map in a single pass using 
		   a geometry program. On anything but brand-new hardware, this 
		   is actually slower. */

		m_shadowMap->activateSide(-1);
		m_shadowMap->clear();
		m_shadowProgram->bind();
		try {
			for (int i=0; i<6; ++i) {
				switch (i) {
					case 0: lightViewTrafo = Transform::lookAt(p, p + Vector(1, 0, 0), Vector(0, 1, 0)).inverse(); break;
					case 1: lightViewTrafo = Transform::lookAt(p, p + Vector(-1, 0, 0), Vector(0, 1, 0)).inverse(); break;
					case 2: lightViewTrafo = Transform::lookAt(p, p + Vector(0, 1, 0), Vector(0, 0, -1)).inverse(); break;
					case 3: lightViewTrafo = Transform::lookAt(p, p + Vector(0, -1, 0), Vector(0, 0, 1)).inverse(); break;
					case 4: lightViewTrafo = Transform::lookAt(p, p + Vector(0, 0, 1), Vector(0, 1, 0)).inverse(); break;
					case 5: lightViewTrafo = Transform::lookAt(p, p + Vector(0, 0, -1), Vector(0, 1, 0)).inverse(); break;
				}
				lightViewTrafo = Transform::scale(Vector(-1, 1, 1)) * lightViewTrafo;
				const Matrix4x4 &viewMatrix = lightViewTrafo.getMatrix();
				m_shadowProgram->setParameter(m_shadowProgramParam_cubeMapTransform[i], lightProjTrafo * lightViewTrafo);
				m_shadowProgram->setParameter(m_shadowProgramParam_depthVec[i], Vector4(
					-viewMatrix.m[2][0] * m_invClipRange,
					-viewMatrix.m[2][1] * m_invClipRange,
					-viewMatrix.m[2][2] * m_invClipRange,
					(-viewMatrix.m[2][3] - m_nearClip) * m_invClipRange
				));
			}
			m_renderer->drawAll(m_drawList);
		} catch (const std::exception &ex) {
			m_shadowProgram->unbind();
			throw ex;
		}
		m_shadowProgram->unbind();
	} else {
		/* Old-fashioned: render 6 times, once for each cube map face */
		m_altShadowProgram->bind();
		try {
			for (int i=0; i<6; ++i) {
				switch (i) {
					case 0: lightViewTrafo = Transform::lookAt(p, p + Vector(1, 0, 0), Vector(0, 1, 0)).inverse(); break;
					case 1: lightViewTrafo = Transform::lookAt(p, p + Vector(-1, 0, 0), Vector(0, 1, 0)).inverse(); break;
					case 2: lightViewTrafo = Transform::lookAt(p, p + Vector(0, 1, 0), Vector(0, 0, -1)).inverse(); break;
					case 3: lightViewTrafo = Transform::lookAt(p, p + Vector(0, -1, 0), Vector(0, 0, 1)).inverse(); break;
					case 4: lightViewTrafo = Transform::lookAt(p, p + Vector(0, 0, 1), Vector(0, 1, 0)).inverse(); break;
					case 5: lightViewTrafo = Transform::lookAt(p, p + Vector(0, 0, -1), Vector(0, 1, 0)).inverse(); break;
				}
				lightViewTrafo = Transform::scale(Vector(-1, 1, 1)) * lightViewTrafo;
				const Matrix4x4 &viewMatrix = lightViewTrafo.getMatrix();

				m_altShadowProgram->setParameter(m_altShadowProgramParam_cubeMapTransform, lightProjTrafo * lightViewTrafo);
				m_altShadowProgram->setParameter(m_altShadowProgramParam_depthVec, Vector4(
					-viewMatrix.m[2][0] * m_invClipRange,
					-viewMatrix.m[2][1] * m_invClipRange,
					-viewMatrix.m[2][2] * m_invClipRange,
					(-viewMatrix.m[2][3] - m_nearClip) * m_invClipRange
				));

				m_shadowMap->activateSide(i);
				m_shadowMap->clear();
				m_renderer->drawAll(m_drawList);
			}
		} catch (std::exception &ex) {
			m_altShadowProgram->unbind();
			throw ex;
		}

		m_altShadowProgram->unbind();
	}
	m_shadowMap->releaseTarget();
}
Beispiel #10
0
void PushbroomStereo::RunStereoPushbroomStereo( Mat leftImage, Mat rightImage, Mat laplacian_left, Mat laplacian_right,
	cv::vector<Point3f> *pointVector3d, cv::vector<Point3i> *pointVector2d, cv::vector<uchar> *pointColors,
	int row_start,  int row_end, PushbroomStereoState state )
{
    // we will do this by looping through every block in the left image
    // (defined by blockSize) and checking for a matching value on
    // the right image

    cv::vector<Point3f> localHitPoints;

    int blockSize = state.blockSize;
    int disparity = state.disparity;
    int sadThreshold = state.sadThreshold;

    int startJ = 0;
    int stopJ = leftImage.cols - (disparity + blockSize);
    if (disparity < 0)
    {
        startJ = -disparity;
        stopJ = leftImage.cols - blockSize;
    }

    //printf("row_start: %d, row_end: %d, startJ: %d, stopJ: %d, rows: %d, cols: %d\n", row_start, row_end, startJ, stopJ, leftImage.rows, leftImage.cols);

    int hitCounter = 0;


    if (state.random_results < 0) {
		int *sadArray = new int[ leftImage.rows * leftImage.step ];
		int iStep, jStep;
#ifdef USE_GPU
		StopWatchInterface	*timer;
		sdkCreateTimer( &timer );
		sdkResetTimer( &timer );
		sdkStartTimer( &timer );

		//GetSADBlock(row_start, row_end, blockSize, startJ, stopJ, sadArray, leftImage, rightImage, laplacian_left, laplacian_right, state);
		m_sadCalculator.runGetSAD( row_start, row_end, startJ, stopJ, sadArray, leftImage.data, rightImage.data, laplacian_left.data, laplacian_right.data, leftImage.step,
			state.blockSize, state.disparity, state.sobelLimit );

		sdkStopTimer( &timer );
		//printf("RunStereo bottleneck timer: %.2f ms \n", sdkGetTimerValue( &timer) );
		sdkDeleteTimer( &timer );

#endif

		int gridY = (row_end - row_start)/blockSize;
		int gridX = (stopJ - startJ)/blockSize;

		for (int y=0; y< gridY; y++)
		{
			for (int x=0; x< gridX; x++)
			{               
                // check to see if the SAD is below the threshold,
                // indicating a hit
				int i = row_start + y * blockSize;
				int j = startJ + x * blockSize;
#ifdef USE_GPU
				int sad = sadArray[ y * gridX + x];
#else
				int sad= GetSAD(leftImage, rightImage, laplacian_left, laplacian_right, j, i, state);
#endif
                if (sad < sadThreshold && sad >= 0)
                {
                    // got a hit

                    // now check for horizontal invariance
                    // (ie check for parts of the image that look the same as this
                    // which would indicate that this might be a false-positive)

                    if (!state.check_horizontal_invariance || CheckHorizontalInvariance(leftImage, rightImage, laplacian_left, laplacian_right, j, i, state) == false) {

                        // add it to the vector of matches
                        // don't forget to offset it by the blockSize,
                        // so we match the center of the block instead
                        // of the top left corner
                        localHitPoints.push_back(Point3f(j+blockSize/2.0, i+blockSize/2.0, -disparity));

                        //localHitPoints.push_back(Point3f(state.debugJ, state.debugI, -disparity));


                        uchar pxL = leftImage.at<uchar>(i,j);
                        pointColors->push_back(pxL); // TODO: this is the corner of the box, not the center

                        hitCounter ++;

                        if (state.show_display)
                        {
                            pointVector2d->push_back(Point3i(j, i, sad));
                        }
                    } // check horizontal invariance
                }
            }
        }
    } else {

        double intpart;

        float fractpart = modf(state.random_results , &intpart);
        hitCounter = int(intpart);

        // determine if this is a time we'll use that last point
        std::random_device rd;
        std::default_random_engine generator(rd()); // rd() provides a random seed
        std::uniform_real_distribution<float> distribution(0, 1);

        if (fractpart > distribution(generator)) {
            hitCounter ++;
        }

        for (int i = 0; i < hitCounter; i++) {

            int randx = rand() % (stopJ - startJ) + startJ;
            int randy = rand() % (row_end - row_start) + row_start;

            localHitPoints.push_back(Point3f(randx, randy, -disparity));
        }
    }

    // now we have an array of hits -- transform them to 3d points
    if (hitCounter > 0) {

        perspectiveTransform(localHitPoints, *pointVector3d, state.Q);
    }

}
World::World()
	: m_created(false),
	m_lightVec(0.4f, -0.5f, -0.7f),
	m_ambient(0.1f),
	m_pPhysicsWorld(NULL), m_pathFindingThreadPool(8), m_AOSampleDistance(6.0f),
	m_AOSampleAngle(pif / s_numAOSamples)
{
	m_lightVec = m_lightVec.Normalize();

	// Generate normals
	m_normals[0] = Vec3f(1.0f, 0.0f, 0.0f);
	m_normals[1] = Vec3f(-1.0f, 0.0f, 0.0f);
	m_normals[2] = Vec3f(0.0f, 1.0f, 0.0f);
	m_normals[3] = Vec3f(0.0f, -1.0f, 0.0f);
	m_normals[4] = Vec3f(0.0f, 0.0f, 1.0f);
	m_normals[5] = Vec3f(0.0f, 0.0f, -1.0f);

	// Generate test offsets
	m_positionOffsets[0] = Point3i(1, 0, 0);
	m_positionOffsets[1] = Point3i(-1, 0, 0);
	m_positionOffsets[2] = Point3i(0, 1, 0);
	m_positionOffsets[3] = Point3i(0, -1, 0);
	m_positionOffsets[4] = Point3i(0, 0, 1);
	m_positionOffsets[5] = Point3i(0, 0, -1);

	// Generate corners
	float cornerDist = 0.5f;

	m_corners[0][0] = Vec3f(cornerDist, -cornerDist, cornerDist);
	m_corners[0][1] = Vec3f(cornerDist, -cornerDist, -cornerDist);
	m_corners[0][2] = Vec3f(cornerDist, cornerDist, -cornerDist);
	m_corners[0][3] = Vec3f(cornerDist, cornerDist, cornerDist);

	m_corners[1][0] = Vec3f(-cornerDist, -cornerDist, -cornerDist);
	m_corners[1][1] = Vec3f(-cornerDist, -cornerDist, cornerDist);
	m_corners[1][2] = Vec3f(-cornerDist, cornerDist, cornerDist);
	m_corners[1][3] = Vec3f(-cornerDist, cornerDist, -cornerDist);

	m_corners[2][0] = Vec3f(-cornerDist, cornerDist, -cornerDist);
	m_corners[2][1] = Vec3f(-cornerDist, cornerDist, cornerDist);
	m_corners[2][2] = Vec3f(cornerDist, cornerDist, cornerDist);
	m_corners[2][3] = Vec3f(cornerDist, cornerDist, -cornerDist);

	m_corners[3][0] = Vec3f(-cornerDist, -cornerDist, cornerDist);
	m_corners[3][1] = Vec3f(-cornerDist, -cornerDist, -cornerDist);
	m_corners[3][2] = Vec3f(cornerDist, -cornerDist, -cornerDist);
	m_corners[3][3] = Vec3f(cornerDist, -cornerDist, cornerDist);

	m_corners[4][0] = Vec3f(-cornerDist, -cornerDist, cornerDist);
	m_corners[4][1] = Vec3f(cornerDist, -cornerDist, cornerDist);
	m_corners[4][2] = Vec3f(cornerDist, cornerDist, cornerDist);
	m_corners[4][3] = Vec3f(-cornerDist, cornerDist, cornerDist);

	m_corners[5][0] = Vec3f(cornerDist, -cornerDist, -cornerDist);
	m_corners[5][1] = Vec3f(-cornerDist, -cornerDist, -cornerDist);
	m_corners[5][2] = Vec3f(-cornerDist, cornerDist, -cornerDist);
	m_corners[5][3] = Vec3f(cornerDist, cornerDist, -cornerDist);

	// Generate chunk occlusion query
	glGenQueriesARB(1, &m_chunkOcclusionQueryID);

	GL_ERROR_CHECK();

	m_unmanagedName = "world";

	GetSphereDistribution(m_sphereDistribution);
}
void LzCalculator::center_match(vector<vector<double>> &L_points,vector<vector<double>> &R_points,vector<double>& L_opt_ps,vector<double>& R_opt_ps)
{
	int _L_index[2000]={0};     //0表示该行没有点,1表示该行唯一点,-1表示该行多点!
	int _R_index[2000]={0};
	int seed_begin = 0;         //用于计数填充种子的起始和结束行号。//
	int seed_end   = 0; 
	float center_L,center_R;
	bool is_calc = false;
	int seed_cunt = 0;
	Point3i seed;
	single_seed.push_back(Point3i(0,0,0));
	for(int i=0;i<L_opt_ps.size();i++)
	{
/*	  if(R_points[i].size()==1&&L_points[i].size()==1)
		{
			_L_index[i] = 1;
			L_opt_ps[i] = L_points[i][0];
	//		record[i] = 1;
		}
		else if(L_points[i].size()==0)
		{
			_L_index[i] = 0;
		}
		else
		{
			_L_index[i] = -1;
		}
	  if(R_points[i].size()==1&&L_points[i].size()==1)
		{
			_R_index[i] = 1;
			R_opt_ps[i] = R_points[i][0];
		}
		else if(R_points[i].size()==0)
		{
			_R_index[i] = 0;
		}
		else
		{
			_R_index[i] = -1;
		}*/
		if(L_points[i].size()==1&&R_points[i].size()==1&&is_calc==false)
		{
			if(is_calc==false)
			{
				is_calc = true;
				seed_begin = i;
			}
			seed_cunt++;
		}
		else if(is_calc==true&&L_points[i].size()==1&&R_points[i].size()==1&&abs(L_points[i][0]-L_points[i-1][0])<0.5&&abs(R_points[i][0]-R_points[i-1][0])<0.5)
		{
			seed_cunt++;
//			std::cout<<i<<endl;
		}
		else
		{
			if(is_calc==true)
			{
				if(30<seed_cunt)
				{
					seed_end = i;
					seed.x = seed_begin;
					seed.y = seed_end;
					seed.z = seed_cunt;
					single_seed.push_back(seed);
				}
	//			std::cout<<seed_cunt<<endl;
				seed_cunt  = 0;
				is_calc = false;

			}
			
		}
	}
	single_seed.push_back(Point3i(L_points.size(),-1,0));
/*	for(int i=0;i<L_opt_ps.size();i++)
	{
		int min = 10000;
		int min_index = 0;
		if((_R_index[i]==1&&_L_index[i]==1)||_R_index[i]==0||_L_index[i]==0)
			continue;
		else
		{
			if((0<i)&&(_L_index[i]==-1&&(_L_index[i-1])!=0))
			{
				for(int j=0;j<L_points[i].size();j++)
				{
					if(L_points[i][j]-L_points[i-1][0]<min)
					{
						min = L_points[i][j]-L_points[i-1][0];
						min_index = j;
					}
				}
				L_opt_ps[i] = L_points[i][min_index];
			}
			min = 1000;
			if((0<i)&&(_R_index[i]==-1)&&(_R_index[i-1]!=0))
			{
				for(int j=0;j<R_points[i].size();j++)
				{
					if(R_points[i][j]-R_points[i-1][0]<min)
					{
						min = R_points[i][j]-R_points[i-1][0];
						min_index = j;
					}
				}
				R_opt_ps[i] = R_points[i][min_index];
			}
		}
	}*/
	if(2<single_seed.size())
	{
		for(int i=1;i<single_seed.size()-1;i++)
		{
			for(int j=single_seed[i].x;j<single_seed[i].y;j++)
			{
				L_opt_ps[j] = L_points[j][0];
				R_opt_ps[j] = R_points[j][0];
                record_L[j] = 1;
				record_R[j] = 1;
			}
		}
        seed_fill(single_seed);
	}
	pnts_add();                     //加入图像中两条光带的不确定点对。
	pnts_rough_add();               //加入粗提取的当光带。
}
bool World::Create(int chunksInX, int chunksInY, int chunksInZ, const std::string &diffuseTextureFilePath, const std::string &specularTextureFilePath, const std::string &bumpTextureFilePath, const std::string &textureDescFilePath)
{
	assert(!m_created);

	// Load the voxel textures
	if(!m_voxelTex_diffuse.LoadAsset(diffuseTextureFilePath))
	{
		std::cerr << "Failed to create world: Could not load " << diffuseTextureFilePath << "!" << std::endl;
		return false;
	}

	if(!m_voxelTex_specular.LoadAsset(specularTextureFilePath))
	{
		std::cerr << "Failed to create world: Could not load " << specularTextureFilePath << "!" << std::endl;
		return false;
	}
	
	if(!m_voxelTex_bump.LoadAsset(bumpTextureFilePath))
	{
		std::cerr << "Failed to create world: Could not load " << bumpTextureFilePath << "!" << std::endl;
		return false;
	}

	// Load the voxel texture description file
	if(!LoadVoxelFaceTextureDesc(textureDescFilePath))
	{
		std::cerr << "Failed to create world: Could not load " << textureDescFilePath << "!" << std::endl;
		return false;
	}

	m_chunksInX = chunksInX;
	m_chunksInY = chunksInY;
	m_chunksInZ = chunksInZ;

	m_aabb = AABB(Vec3f(0.0f, 0.0f, 0.0f), Vec3f(static_cast<float>(m_chunksInX * Chunk::s_chunkSizeX), static_cast<float>(m_chunksInY * Chunk::s_chunkSizeY), static_cast<float>(m_chunksInZ * Chunk::s_chunkSizeZ)));

	// Resize the chunk matrix
	m_chunkMatrix.resize(m_chunksInX);

	for(int x = 0; x < m_chunksInX; x++)
	{
		m_chunkMatrix[x].resize(m_chunksInY);

		for(int y = 0; y < m_chunksInY; y++)
		{
			m_chunkMatrix[x][y].resize(m_chunksInZ);

			for(int z = 0; z < m_chunksInZ; z++)
				m_chunkMatrix[x][y][z].Create(this, Point3i(x, y, z));
		}
	}

	float maxA;
	glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxA);

	m_voxelTex_diffuse.GenMipMaps();
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxA);


	m_voxelTex_specular.GenMipMaps();
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxA);

	m_voxelTex_bump.GenMipMaps();
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxA);

	m_created = true;

	return true;
}
Beispiel #14
0
	bool render(Scene *scene, RenderQueue *queue,
		const RenderJob *job, int sceneResID, int sensorResID, int samplerResID) {
		ref<Sensor> sensor = scene->getSensor();
		ref<Film> film = sensor->getFilm();
		m_cancel = false;

		if (!sensor->getClass()->derivesFrom(MTS_CLASS(ProjectiveCamera)))
			Log(EError, "The VPL renderer requires a projective camera!");

		/* Initialize hardware rendering */
		m_framebuffer = m_renderer->createGPUTexture("Framebuffer", NULL);
		m_framebuffer->setFrameBufferType(GPUTexture::EColorBuffer);
		m_framebuffer->setComponentFormat(GPUTexture::EFloat32);
		m_framebuffer->setPixelFormat(GPUTexture::ERGB);
		m_framebuffer->setSize(Point3i(film->getSize().x, film->getSize().y, 1));
		m_framebuffer->setFilterType(GPUTexture::ENearest);
		m_framebuffer->setMipMapped(false);

		m_accumBuffer = m_renderer->createGPUTexture("Accumulation buffer",
			new Bitmap(Bitmap::ERGB, Bitmap::EFloat32, film->getSize()));
		m_accumBuffer->setFrameBufferType(GPUTexture::EColorBuffer);
		m_framebuffer->setComponentFormat(GPUTexture::EFloat32);
		m_framebuffer->setPixelFormat(GPUTexture::ERGB);
		m_accumBuffer->setMipMapped(false);

		MTS_AUTORELEASE_BEGIN()
		m_session->init();
		m_device->setSize(film->getSize());
		m_device->init();
		m_device->setVisible(false);
		m_renderer->init(m_device);

		if (!m_renderer->getCapabilities()->isSupported(
			RendererCapabilities::EShadingLanguage))
			Log(EError, "Support for GLSL is required!");
		if (!m_renderer->getCapabilities()->isSupported(
			RendererCapabilities::ERenderToTexture))
			Log(EError, "Render-to-texture support is required!");
		if (!m_renderer->getCapabilities()->isSupported(
			RendererCapabilities::EFloatingPointTextures))
			Log(EError, "Floating point texture support is required!");
		if (!m_renderer->getCapabilities()->isSupported(
			RendererCapabilities::EFloatingPointBuffer))
			Log(EError, "Floating point render buffer support is required!");
		if (!m_renderer->getCapabilities()->isSupported(
			RendererCapabilities::EVertexBufferObjects))
			Log(EError, "Vertex buffer object support is required!");
		if (!m_renderer->getCapabilities()->isSupported(
			RendererCapabilities::EGeometryShaders))
			Log(EError, "Geometry shader support is required!");

		/* Initialize and clear the framebuffer */
		m_framebuffer->init();
		m_accumBuffer->init();
		m_accumBuffer->activateTarget();
		m_accumBuffer->clear();
		m_accumBuffer->releaseTarget();

		m_shaderManager = new VPLShaderManager(m_renderer);
		m_shaderManager->setShadowMapResolution(m_shadowMapResolution);
		m_shaderManager->setClamping(m_clamping);
		m_shaderManager->init();
		m_shaderManager->setScene(scene);

		ProgressReporter progress("Rendering", m_vpls.size(), job);
		for (size_t i=0; i<m_vpls.size() && !m_cancel; ++i) {
			const VPL &vpl = m_vpls[i];

			m_renderer->setDepthMask(true);
			m_renderer->setDepthTest(true);
			m_renderer->setBlendMode(Renderer::EBlendNone);
			m_shaderManager->setVPL(vpl);

			m_framebuffer->activateTarget();
			m_framebuffer->clear();
			drawShadowedScene(scene, vpl);
			m_framebuffer->releaseTarget();

			m_renderer->setDepthMask(false);
			m_renderer->setDepthTest(false);
			m_renderer->setBlendMode(Renderer::EBlendAdditive);
			m_accumBuffer->activateTarget();
			m_renderer->blitTexture(m_framebuffer, true);
			m_accumBuffer->releaseTarget();

			if ((i%20) == 0) {
				m_renderer->flush();
				m_renderer->checkError();
			}
			progress.update(i);
		}
		progress.finish();

		m_accumBuffer->download();
		film->setBitmap(m_accumBuffer->getBitmap());

		m_shaderManager->cleanup();
		m_shaderManager = NULL;

		m_framebuffer->cleanup();
		m_accumBuffer->cleanup();
		m_renderer->shutdown();
		m_device->shutdown();
		m_session->shutdown();
		MTS_AUTORELEASE_END()
		return !m_cancel;
	}
void QRFinder::FindFinderPatterns(cv::Mat& inputImg, Rect regionOfInterest, vector<FinderPattern*> & finderPatterns, vector<Drawable*> & debugVector)
{
	struct timespec start,end;
	SET_TIME(&start);	

	//Get parameters from config
	edgeThreshold = config->GetIntegerParameter("EdgeThreshold");
	debugLevel = config->GetIntegerParameter("QR Debug Level");
	int verticalResolution = config->GetIntegerParameter("YResolution");
	nonMaxEnabled = config->GetBooleanParameter("EdgeNonMax");
	minimumFinderPatternScore = config->GetIntegerParameter("MinimumFPScore");
	detectorSize = config->GetIntegerParameter("DetectorSize");

	int yBorder = detectorSize;
	vector<Point3i> exclusionZones;
	
	//Calculate limits
	int maxColumn = regionOfInterest.x + regionOfInterest.width;
	maxColumn -= detectorSize;	
	int maxRow = regionOfInterest.y + regionOfInterest.height;
	int xStart = regionOfInterest.x;
	int yStart = regionOfInterest.y;
	xStart += detectorSize;
	yStart += detectorSize;
	maxColumn -= detectorSize;
	maxRow -= detectorSize;

	
	if (debugLevel > 0)
		debugVector.push_back(new DebugRectangle(Rect(Point2i(xStart,yStart),Point2i(maxColumn,maxRow)),Colors::Aqua,1));

	
	//Find horizontal edges
	SET_TIME(&start);
	FindEdgesClosed(inputImg,regionOfInterest,edgeArray,edgeThreshold,nonMaxEnabled,detectorSize);
	SET_TIME(&end);
	double edgeTime_local = calc_time_double(start,end);
	edgeTime = (edgeTime + edgeTime_local)/2.0;
	config->SetLabelValue("EdgeTime",(float)edgeTime/1000.0f);
	
	//If debug level set, find all vertical edges and draw them
	if (debugLevel <= -2)
	{
		for (int x = 1; x < verticalEdgeArray.rows-1; x ++)
		{
			FindEdgesVerticalClosed(inputImg,x);		
			const short * verticalEdgePtr = verticalEdgeArray.ptr<short>(x);
			for (int y = 0; y < (verticalEdgeArray.cols);y++)
			{
				short transition = verticalEdgePtr[y];
				if (transition < 0)
				{
					debugVector.push_back(new DebugCircle(Point2i(x,y),0,Colors::Fuchsia,true));
				}
				else if (transition > 0)
				{
					debugVector.push_back(new DebugCircle(Point2i(x,y),0,Colors::Cyan,true));
				}
			}
		}	
	}
	//END
	
	
	int bw[6] = { 0 };
	int k = 0;
	//LOGV(LOGTAG_QR,"ImgSize=[%d,%d] EdgeSize=[%d,%d]",inputImg.rows,inputImg.cols,edgeArray.rows,edgeArray.cols);

	int yDirection = 1;
	int yCenter = yStart + (maxRow - yStart)/2;
	int y = yStart, absOffset = 0;

	LOGV(LOGTAG_QR,"Beginning search. y[%d->%d], Center=%d, x[%d->%d]",yStart,maxRow,yCenter,xStart,maxColumn);
	
	while (y < maxRow && y >= yStart)
	{	
		y = yCenter + absOffset * yDirection;

		if (yDirection == 1) absOffset += verticalResolution;	//Increment every other frame		
		yDirection = -yDirection;								//Change direction every frame

		k = 0;
		bw[0] = bw[1] = bw[2] = bw[3] = bw[4] = bw[5] = 0;

		const short * edgeRowPtr = edgeArray.ptr<short>(y);
		for (int x = xStart; x < maxColumn; x++)
		{
			if (isInRadius(exclusionZones,Point2i(x,y)))
				continue;

			int transition =  edgeRowPtr[x]; //getTransition(Mi,x,threshold);

			
			if (k == 0) //Haven't found edge yet
			{
				if (transition < 0) /* Light->dark transistion */
				{					
					k++;
				}
			}
			else //Found at least one edge
			{
				if ((k & 1) == 1) //Counting dark
				{
					if (transition > 0) //dark to light
					{					
						++k;
					}
				}
				else //Counting light
				{
					if (transition < 0) //light to dark
					{					
						++k;
					}
				}
			}

			if (k > 0) ++bw[k-1];

			if (FP_DEBUG_ENABLED && (debugLevel == -1 || debugLevel == -2))
			{				
				if (transition < 0)
					debugVector.push_back(new DebugCircle(Point2i(x,y),0,Colors::Lime,true));
				else if (transition > 0)
					debugVector.push_back(new DebugCircle(Point2i(x,y),0,Colors::Yellow,true));

				
			}	


			if (k == 6)
			{		
				int result = 0;
				result = CheckRatios(bw,NULL);

				if (result == 1)
				{	
					//LOGV(LOGTAG_QR,"Ratio check pass");
					//Center based on initial ratio					
					float patternCenterWidth = (float)bw[2];
					int tempXCenter = (x - bw[4] - bw[3]) - (int)round(patternCenterWidth/2.0f); 
					float xOffset = (patternCenterWidth/6.0f);
					
					//y coordinate of center. If check fails, returns 0.
					int tempYCenterArray[] = {0,0,0};

					int * verticalPatternSizes[3];

					for (int i = 0;i < 3;i++)
						verticalPatternSizes[i] = new int[5];

					tempYCenterArray[0] = FindCenterVertical(inputImg, tempXCenter, y, bw, debugVector,verticalPatternSizes[0]);
					tempYCenterArray[1] = FindCenterVertical(inputImg, tempXCenter - xOffset, y, bw, debugVector,verticalPatternSizes[1]);
					tempYCenterArray[2] = FindCenterVertical(inputImg, tempXCenter + xOffset, y, bw, debugVector,verticalPatternSizes[2]);
										
					int tempYCenter = 0;
					int passCount = 0;
					float avgYSize = 0;

					int averageVerticalSize[5] = {0,0,0,0,0};

					for (int yTest = 0; yTest < 3; yTest++)
					{
						if (tempYCenterArray[yTest] > 0)
						{
							passCount++;
							tempYCenter += tempYCenterArray[yTest];
							for (int i=0;i<5;i++)
							{
								averageVerticalSize[i] += (verticalPatternSizes[yTest])[i];
								avgYSize += (verticalPatternSizes[yTest])[i]; 
							}
						}						
					}

					if (passCount >= 2)
					{
						//LOGV(LOGTAG_QR,"Vertical test pass-1");
						
						tempYCenter = (int)round((float)tempYCenter / (float)passCount);
						avgYSize = (float)avgYSize / (float)passCount;

						int allowedVariance = (int)avgYSize >> 2;
						bool yVarianceTest = true;
						for (int yTest = 0; yTest < 3; yTest++)
						{
							if (tempYCenterArray[yTest] > 0)
							{
								if (abs(tempYCenterArray[yTest] - tempYCenter) > allowedVariance)
								{
									yVarianceTest = false;
									break;
								}
							}						
						}

						if (yVarianceTest)
						{
							//LOGV(LOGTAG_QR,"Vertical test pass-2. Passcount=%d",passCount);
							//Average the vertical pattern sizes
							for (int i=0;i<5;i++)
							{
								averageVerticalSize[i] = idiv(averageVerticalSize[i],passCount);
							}
							//LOGV(LOGTAG_QR,"Averaged sizes. Center=%d",averageVerticalSize[2]);

							int tempXCenterArray[] = {0,0,0};
							int xSizeArray[] = {0,0,0};
							int yOffset = idiv(averageVerticalSize[2],6.0f);

							//LOGV(LOGTAG_QR,"Yoffset=%d,yCenter=%d",yOffset,tempYCenter);
							tempXCenterArray[0] = FindCenterHorizontal(tempXCenter, tempYCenter-yOffset, bw, xSizeArray[0], debugVector); 
							tempXCenterArray[1] = FindCenterHorizontal(tempXCenter, tempYCenter, bw, xSizeArray[1], debugVector); 
							tempXCenterArray[2] = FindCenterHorizontal(tempXCenter, tempYCenter+yOffset, bw, xSizeArray[2], debugVector); 

							tempXCenter = 0;
							passCount = 0;
							float avgXSize = 0;

							for (int xTest = 0; xTest < 3; xTest++)
							{
								if (tempXCenterArray[xTest] > 0)
								{
									passCount++;
									tempXCenter += tempXCenterArray[xTest];
									avgXSize += xSizeArray[xTest];
								}						
							}

							if (passCount >= 2)
							{
								
								//LOGV(LOGTAG_QR,"Horizontal test pass");
								tempXCenter = (int)round((float)tempXCenter / (float)passCount);
								avgXSize = (float)avgXSize/(float)passCount;
								//allowedVariance = (int)round((float)avgYSize/1.5f);
								float aspectRatio = avgXSize/avgYSize;
								
								if (aspectRatio > 0.33f && aspectRatio < 3.0f)
								{
									
									//LOGV(LOGTAG_QR,"Size test pass");
									Point2i finderPatternCenter = Point2i(tempXCenter,tempYCenter); //Center of finder pattern

									int finderPatternSize =  MAX(avgXSize,avgYSize);
									int fpRadius = (int)round((float)finderPatternSize/2.0f);
									int fpRadiusExclude = ipow(finderPatternSize,2);

									//LOGD(LOGTAG_QR,"Creating new pattern[%d,%d]",avgXSize,avgYSize);
									//Create a new pattern
									FinderPattern * newPattern = new FinderPattern(finderPatternCenter,Size2i(avgXSize,avgYSize));
									Size2f patternSearchSize = Size2f(avgXSize,avgYSize);

									vector<Point2i> corners;
									struct timespec fastStart,fastEnd;
									SET_TIME(&fastStart);
									fastQRFinder->LocateFPCorners(inputImg,newPattern,corners,debugVector);
//									fastQRFinder->CheckAlignmentPattern(inputImg,finderPatternCenter,patternSearchSize,corners,debugVector);
									SET_TIME(&fastEnd);
									double fastFPTime_Local = calc_time_double(fastStart,fastEnd);
									fastFPTime += fastFPTime_Local;
									if (corners.size() == 4)
									{
										//if (validatePattern(newPattern,finderPatterns))
										//{
										newPattern->patternCorners = corners;
										exclusionZones.push_back(Point3i(finderPatternCenter.x,finderPatternCenter.y, fpRadiusExclude));
										finderPatterns.push_back(newPattern);
										if (FP_DEBUG_ENABLED && debugLevel > 0)
										{
											debugVector.push_back(new DebugCircle(finderPatternCenter,fpRadius,Colors::MediumSpringGreen,1,true));
											for (int i=0;i<corners.size();i++)
											{
												if (FP_DEBUG_ENABLED && debugLevel > 0)
													debugVector.push_back(new DebugCircle(corners[i],10,Colors::DodgerBlue,2));
											}
										}
										//}
										//else
										//{
										//	//LOGV(LOGTAG_QR,"Compare check failed");
										//	if (FP_DEBUG_ENABLED && debugLevel > 0)
										//		debugVector.push_back(new DebugCircle(finderPatternCenter,fpRadius,Colors::HotPink,2));
										//}
									}
									else
									{
										
										//LOGV(LOGTAG_QR,"FAST check failed");
										if (FP_DEBUG_ENABLED && debugLevel > 0)
											debugVector.push_back(new DebugCircle(finderPatternCenter,fpRadius,Colors::Red,2));
										delete newPattern;
									}
								}
								else
								{
									//LOGV(LOGTAG_QR,"Size check failed");
									//Size check failed
									if (FP_DEBUG_ENABLED && debugLevel > 1)
										debugVector.push_back(new DebugCircle(Point2i(tempXCenter,tempYCenter),13, Colors::HotPink,1));
								}
							}
							else
							{
								//LOGV(LOGTAG_QR,"Horizontal check failed");
								//Vertical check succeeded, but horizontal re-check failed
								if (FP_DEBUG_ENABLED && debugLevel > 1)
									debugVector.push_back(new DebugCircle(Point2i(tempXCenter,tempYCenter),12, Colors::OrangeRed,1));
							}
						}
						else
						{
							//LOGV(LOGTAG_QR,"Variance test failed. AllowedVariance = %d, yCenters = %d,%d,%d [avg=%d], AvgYSize=%d",allowedVariance,tempYCenterArray[0],tempYCenterArray[1],tempYCenterArray[2],tempYCenter,avgYSize);
							//Vertical variance test failed
							if (FP_DEBUG_ENABLED && debugLevel > 1)
								debugVector.push_back(new DebugCircle(Point2i(tempXCenter,tempYCenter),14, Colors::MediumSpringGreen,1));
						}

					} else
					{
						//Ratios were correct but vertical check failed
						if (FP_DEBUG_ENABLED && debugLevel > 2)
						{
							if (tempYCenter == 0) //ratio fail
								debugVector.push_back(new DebugCircle(Point2i(tempXCenter,y),10,Colors::Aqua,1));
							else if (tempYCenter == -1)	//topcheck fail				
								debugVector.push_back(new DebugCircle(Point2i(tempXCenter,y),10,Colors::Orange,1));
							else if (tempYCenter == -2)	//bottomcheck fail							
								debugVector.push_back(new DebugCircle(Point2i(tempXCenter,y),10,Colors::Lime,1));
						}
					}
				}
// estimate covariance matrix
void FastLSPredictionComputer::estimate(const Point3i& currentPos) {
	if(context->getNeighborhood().getMask().total() != context->getFullNeighborhood().getMask().total())
		LSPredictionComputer::estimate(currentPos); // if full neighborhood not yet available at border regions, for simplicity use WLS implementation
	else {
		Mat sampleVector;
		context->contextOf(currentPos, sampleVector); // get current neighborhood and store it in sampleVector
		covMat->create(context->getFullNeighborhood().getNumberOfElements(), context->getFullNeighborhood().getNumberOfElements() + 1, CV_64F); // one more row for later variance estimation!
		sampleVector.reshape(0, sampleVector.cols).copyTo(covMat->col(covMat->cols - 1)); // put neighborhood in last column for variance estimate
		int left = context->getTrainingregion().getLeft(), right = context->getTrainingregion().getRight(), top = context->getTrainingregion().getTop();
		(*covMat)(Rect(0, 0, sampleVector.cols, sampleVector.cols))
			= getBuffer(currentPos + Point3i(     -1,      0, 0))
			- getBuffer(currentPos + Point3i(     -1,     -1, 0))
			+ getBuffer(currentPos + Point3i(  right,     -1, 0))
			- getBuffer(currentPos + Point3i(-1-left,      0, 0))
			- getBuffer(currentPos + Point3i(  right, -1-top, 0))
			+ getBuffer(currentPos + Point3i(-1-left, -1-top, 0));
		if(context->getTrainingregion().getFront()) { // 3-D training region
			int bottom = context->getTrainingregion().getBottom(), front = context->getTrainingregion().getFront();
			(*covMat)(Rect(0, 0, sampleVector.cols, sampleVector.cols)) +=
				- getBuffer(currentPos + Point3i(     -1,      0, -1      ))
				+ getBuffer(currentPos + Point3i(     -1,     -1, -1      ))
				- getBuffer(currentPos + Point3i(  right,     -1, -1      ))
				+ getBuffer(currentPos + Point3i(-1-left,      0, -1      ))
				+ getBuffer(currentPos + Point3i(  right, bottom, -1      ))
				- getBuffer(currentPos + Point3i(-1-left, bottom, -1      ))
				- getBuffer(currentPos + Point3i(  right, bottom, -1-front))
				+ getBuffer(currentPos + Point3i(-1-left, bottom, -1-front))
				+ getBuffer(currentPos + Point3i(  right, -1-top, -1-front))
				- getBuffer(currentPos + Point3i(-1-left, -1-top, -1-front));
		}
		*covMat = covMat->rowRange(0, covMat->rows - 1); // make last row invisible for computePrediction function of WLS
//		context->getContextElementsOf(currentPos); // only necessary if computeVariance method from parent class WLS is used
	}
	*weights = weights->colRange(0, 0); // set used region
} // end FastLSPredictionComputer::estimate
void PushbroomStereo::RunStereoPushbroomStereo2(Mat leftImage, Mat rightImage,Mat laplacian_left,Mat laplacian_right,	std::vector<Point3f> *pointVector3d,std::vector<Point3i> *pointVector2d,std::vector<uchar> *pointColors)
{

    int row_start						= 0;//statet->row_start;
	int row_end							= leftImage.rows;//statet->row_end;

    //PushbroomStereoState state			= statet->state;

    // we will do this by looping through every block in the left image
    // (defined by blockSize) and checking for a matching value on
    // the right image

    std::vector<Point3f> localHitPoints;

	//待确认
    int startJ = 0;
    int stopJ = leftImage.cols - (m_iDisparity + m_iBlockSize);
    if (m_iDisparity < 0)
    {
        startJ = -m_iDisparity;
        stopJ = leftImage.cols - m_iBlockSize;
    }

    //printf("row_start: %d, row_end: %d, startJ: %d, stopJ: %d, rows: %d, cols: %d\n", row_start, row_end, startJ, stopJ, leftImage.rows, leftImage.cols);
    int hitCounter = 0;
    //if (state.random_results < 0) 
	//{
        for (int i=row_start; i < row_end;i+=m_iBlockSize)
        {
            for (int j=startJ; j < stopJ; j+=m_iBlockSize)
            {
                // get the sum of absolute differences for this location  on both images
                int sad = GetSAD(leftImage, rightImage, laplacian_left, laplacian_right, j, i);
                // check to see if the SAD is below the threshold,
                // indicating a hit
				
                if (sad < m_iSadThreshold && sad >= 0)
                {
                    // got a hit
                    // now check for horizontal invariance (ie check for parts of the image that look the same as this which would indicate that this might be a false-positive)
                    if (!m_bCheck_horizontal_invariance || (CheckHorizontalInvariance(leftImage, rightImage, laplacian_left, laplacian_right, j, i)== false)) 
					{

                        // add it to the vector of matches
                        // don't forget to offset it by the blockSize,so we match the center of the block instead of the top left corner
                        localHitPoints.push_back(Point3f(j+m_iBlockSize/2.0, i+m_iBlockSize/2.0, -m_iDisparity));
                        //localHitPoints.push_back(Point3f(state.debugJ, state.debugI, -disparity));


                        uchar pxL = leftImage.at<uchar>(i,j);
                        pointColors->push_back(pxL); // this is the corner of the box, not the center

                        hitCounter ++;

                        if (m_bShow_display)
                            pointVector2d->push_back(Point3i(j, i, sad));
                     } // check horizontal invariance
                }
            }
        }


    // now we have an array of hits -- transform them to 3d points
    if (hitCounter > 0) 
		perspectiveTransform(localHitPoints, *pointVector3d, m_matQ);

}
Beispiel #18
0
 Point3i Point3i::interpolate_to(const float &rhs_part, const Point3i &rhs) const {
   const float lhs_part = 1.0f - rhs_part;
   return Point3i(int(lhs_part * x + rhs_part * rhs.x), 
                  int(lhs_part * y + rhs_part * rhs.y), 
                  int(lhs_part * z + rhs_part * rhs.z));
 }
Beispiel #19
0
Alien &Alien::animate(double secPerFrame){
    Point3i rel = Point3i();
    Point3f alienspeed = Point3f();
    float M;
    float R;

    if(active){
        // If the alien flies off the screen, it dies
        if(place.z > ZERO){
        /*    die();
            Vaus * v = game->getVaus();
            R = baseRad + v->rad;
            Point3f distance(place.x - v->place.x,
                            place.y - v->place.y,
                            ZERO);
            M = distance.res3f();//distance resultant
            if(M < R){
                game->killVaus();
                vaus->active = false;
                for(i = 0; i < VAUS_PARTICLES; i++){
               vaus->explosion[i].active = TRUE;
               vaus->explosion[i].explode(vaus->place, vaus->pal, VAUS_COLORS, vaus->particle_rad);
            }
            }*/
        }else{
            //FIXME: rel = Functions::coords(&place);
            int i = 0;
            Ball * ball = game->getActiveBall();
            if(ball){
                float ballspeed = ball->speed.res3f();
                alienspeed = place.chase(ball->place,ballspeed);
            }
            speed = speed.deepcopy(alienspeed);
            Brick * brick = game->getBrickAt(place);
            if(brick){
                speed.x = -speed.x;
                speed.y = -speed.y;
                speed.z = -speed.z;
                place.z -= size.z;
            }
            if(place.x >= SCENE_MAX - size.x/2){
                // a safer but more verbose way to confine aliens within the game scene.
                if(speed.x > ZERO){
                    speed.x = -speed.x;
                    place.x += speed.x * size.x/abs(speed.x);
                }
            }
            if(place.x <= SCENE_MIN + size.x/2){
                if(speed.x < ZERO){
                    speed.x = -speed.x;
                    place.x += speed.x * size.x/abs(speed.x);
                }
            }
            if(place.y >= SCENE_MAX - size.y/2){
                if(speed.y > ZERO){
                    speed.y = -speed.y;
                    place.y += speed.y * size.y/abs(speed.y);
                }
            }
            if(place.y <= SCENE_MIN + size.y/2){
                if(speed.y < ZERO){
                    speed.y = -speed.y;
                    place.y += speed.y * size.y/abs(speed.y);
                }
            }
            if(place.z <= SCENE_MIN - SCENE_MAX + size.z/2){
                if(speed.z < ZERO){
                    speed.z = - speed.z;
                    place.z += speed.z * size.z/abs(speed.z);
                }
            }
            place.x += speed.x * secPerFrame;
            place.y += speed.y * secPerFrame;
            place.z += zSpeed * secPerFrame;
            roty += rotSpeed * secPerFrame;
        }
    }
    return *this;
}