double
   sampleEuclideanTransform(std::vector<Vector3d> const& left, std::vector<Vector3d> const& right,
                            int const minSample[3],
                            double inlierThresholdL, double inlierThresholdR,
                            Matrix3x3d& R, Vector3d& T, std::vector<int> &inliers)
   {
       inliers.clear();

       int const N = left.size();

       if (N < 3) throwV3DErrorHere("computeRobustEuclideanTransform(): at least 3 point correspondences required.");

       vector<Vector3d> ptsLeftTrans(N), ptsRightTrans(N);
       vector<Vector3d> left_pts(3), right_pts(3);

       int const j0 = minSample[0];
       int const j1 = minSample[1];
       int const j2 = minSample[2];

       left_pts[0]  = left[j0];  left_pts[1]  = left[j1];  left_pts[2]  = left[j2];
       right_pts[0] = right[j0]; right_pts[1] = right[j1]; right_pts[2] = right[j2];

       Matrix3x3d R0, R0t;
       Vector3d T0;
       getEuclideanTransformation(left_pts, right_pts, R0, T0);

       R0t = R0.transposed();

       for (int i = 0; i < N; ++i) ptsLeftTrans[i]  = (R0 * left[i] + T0);
       for (int i = 0; i < N; ++i) ptsRightTrans[i] = R0t * (right[i] - T0);

       double score = 0;

       for (int i = 0; i < N; ++i)
       {
           double const distL = distance_L2(left[i], ptsRightTrans[i]);
           double const distR = distance_L2(right[i], ptsLeftTrans[i]);

           score += std::min(distL, inlierThresholdL);
           score += std::min(distR, inlierThresholdR);

           if (distL < inlierThresholdL && distR < inlierThresholdR) inliers.push_back(i);
       } // end for (i)
       R = R0;
       T = T0;
       return score;

   } // end sampleEuclideanTransform()
Example #2
0
void checkGLErrors(char const * location, ostream& os) {
	GLuint errnum;
	char const * errstr;
	bool hasError = false;
	while ((errnum = glGetError())) {
		errstr = reinterpret_cast<const char *>(gluErrorString(errnum));
		if (errstr)
			os << errstr;
		else
			os << "Error " << errnum;

		os << " at " << location << endl;
#ifdef WIN32
		break;
#endif
	}
	if (hasError)
		throwV3DErrorHere("");
}
   void
   computeConsistentRotations(int const nViews,
                              std::vector<Matrix3x3d> const& relativeRotations,
                              std::vector<std::pair<int, int> > const& viewPairs,
                              std::vector<Matrix3x3d>& rotations, int method)
   {
#if !defined(V3DLIB_ENABLE_ARPACK)
      if (method == V3D_CONSISTENT_ROTATION_METHOD_SPARSE_EIG)
         method = V3D_CONSISTENT_ROTATION_METHOD_EIG_ATA;
#endif

      int const nRelPoses = relativeRotations.size();

      rotations.resize(nViews);

      switch (method)
      {
         case V3D_CONSISTENT_ROTATION_METHOD_SVD:
         {
            Matrix<double> A(3*nRelPoses, 3*nViews, 0.0);
            Matrix3x3d I;
            makeIdentityMatrix(I);
            scaleMatrixIP(-1.0, I);

            for (int i = 0; i < nRelPoses; ++i)
            {
               int const view1 = viewPairs[i].first;
               int const view2 = viewPairs[i].second;

               Matrix3x3d const& Rrel = relativeRotations[i];

               copyMatrixSlice(Rrel, 0, 0, 3, 3, A, 3*i, 3*view1);
               copyMatrixSlice(I,    0, 0, 3, 3, A, 3*i, 3*view2);
            } // end for (i)

            SVD<double> svd(A);
            int const startColumn = A.num_cols()-3; // last columns of right sing. vec for SVD

            Matrix<double> const& V = svd.getV();

            for (int i = 0; i < nViews; ++i)
            {
               copyMatrixSlice(V, 3*i, startColumn, 3, 3, rotations[i], 0, 0);
               enforceRotationMatrix(rotations[i]);
            }
            break;
         }
         case V3D_CONSISTENT_ROTATION_METHOD_SVD_ATA:
         case V3D_CONSISTENT_ROTATION_METHOD_EIG_ATA:
         case V3D_CONSISTENT_ROTATION_METHOD_SPARSE_EIG:
         {
            vector<pair<int, int> > nzA;
            vector<double> valsA;
            nzA.reserve(12*nRelPoses);
            valsA.reserve(12*nRelPoses);

            for (int i = 0; i < nRelPoses; ++i)
            {
               int const view1 = viewPairs[i].first;
               int const view2 = viewPairs[i].second;

               Matrix3x3d const& Rrel = relativeRotations[i];

               nzA.push_back(make_pair(3*i+0, 3*view1+0)); valsA.push_back(Rrel[0][0]);
               nzA.push_back(make_pair(3*i+0, 3*view1+1)); valsA.push_back(Rrel[0][1]);
               nzA.push_back(make_pair(3*i+0, 3*view1+2)); valsA.push_back(Rrel[0][2]);
               nzA.push_back(make_pair(3*i+1, 3*view1+0)); valsA.push_back(Rrel[1][0]);
               nzA.push_back(make_pair(3*i+1, 3*view1+1)); valsA.push_back(Rrel[1][1]);
               nzA.push_back(make_pair(3*i+1, 3*view1+2)); valsA.push_back(Rrel[1][2]);
               nzA.push_back(make_pair(3*i+2, 3*view1+0)); valsA.push_back(Rrel[2][0]);
               nzA.push_back(make_pair(3*i+2, 3*view1+1)); valsA.push_back(Rrel[2][1]);
               nzA.push_back(make_pair(3*i+2, 3*view1+2)); valsA.push_back(Rrel[2][2]);

               nzA.push_back(make_pair(3*i+0, 3*view2+0)); valsA.push_back(-1.0);
               nzA.push_back(make_pair(3*i+1, 3*view2+1)); valsA.push_back(-1.0);
               nzA.push_back(make_pair(3*i+2, 3*view2+2)); valsA.push_back(-1.0);
            } // end for (i)

            CCS_Matrix<double> A(3*nRelPoses, 3*nViews, nzA, valsA);

            if (method == V3D_CONSISTENT_ROTATION_METHOD_SPARSE_EIG)
            {
#if defined(V3DLIB_ENABLE_ARPACK)
               Vector<double> sigma;
               Matrix<double> V;
               SparseSymmetricEigConfig cfg;
               cfg.maxArnoldiIterations = 100000;
               computeSparseSVD(A, V3D_ARPACK_SMALLEST_MAGNITUDE_EIGENVALUES, 3, sigma, V, cfg);
               //computeSparseSVD(A, V3D_ARPACK_SMALLEST_EIGENVALUES, 3, sigma, V, cfg);
               for (int i = 0; i < nViews; ++i)
               {
                  copyMatrixSlice(V, 3*i, 0, 3, 1, rotations[i], 0, 2);
                  copyMatrixSlice(V, 3*i, 1, 3, 1, rotations[i], 0, 1);
                  copyMatrixSlice(V, 3*i, 2, 3, 1, rotations[i], 0, 0);
               }
#endif
            }
            else
            {
               Matrix<double> AtA(3*nViews, 3*nViews);
               multiply_At_A_SparseDense(A, AtA);

               if (method == V3D_CONSISTENT_ROTATION_METHOD_SVD_ATA)
               {
                  SVD<double> svd(AtA);
                  int const startColumn = A.num_cols()-3; // last columns of right sing. vec for SVD
                  Matrix<double> const& V = svd.getV();
                  for (int i = 0; i < nViews; ++i)
                     copyMatrixSlice(V, 3*i, startColumn, 3, 3, rotations[i], 0, 0);
               }
               else
               {
                  Eigenvalue<double> svd(AtA);
                  int const startColumn = 0; // first columns of eigenvector matrix
                  Matrix<double> const& V = svd.getV();
                  for (int i = 0; i < nViews; ++i)
                     copyMatrixSlice(V, 3*i, startColumn, 3, 3, rotations[i], 0, 0);
               } // end if
            } // end if
            break;
         }
         default:
            throwV3DErrorHere("Unknown method argument for computeConsistentRotations().");
      } // end switch

      for (int i = 0; i < nViews; ++i)
         enforceRotationMatrix(rotations[i]);

      // Remove gauge freedom by setting R[0] = I.
      Matrix3x3d const R0t = rotations[0].transposed();
      for (int i = 0; i < nViews; ++i)
         rotations[i] = rotations[i] * R0t;

      // Note: it seems, that either all Rs have det(R)=1 or all have det(R)=-1.
      // Since we remove the gauge freedem by multiplying all rotations with R_0^t,
      // we always end up with det(R)=1 and any code to enforce a positive determinant
      // is not necessary.
   } // end computeConsistentRotations()