示例#1
0
int main( int argc, char* argv[] )
{
    // Initialise window
    pangolin::View& container = SetupPangoGLWithCuda(1024, 768);
    size_t cu_mem_start, cu_mem_end, cu_mem_total;
    cudaMemGetInfo( &cu_mem_start, &cu_mem_total );
    glClearColor(1,1,1,0);

    // Open video device
    hal::Camera video = OpenRpgCamera(argc,argv);

    // Capture first image
    pb::ImageArray images;

    // N cameras, each w*h in dimension, greyscale
    const size_t N = video.NumChannels();
    if( N != 2 ) {
        std::cerr << "Two images are required to run this program!" << std::endl;
        exit(1);
    }
    const size_t nw = video.Width();
    const size_t nh = video.Height();

    // Capture first image
    video.Capture(images);

    // Downsample this image to process less pixels
    const int max_levels = 6;
    const int level = roo::GetLevelFromMaxPixels( nw, nh, 640*480 );
//    const int level = 4;
    assert(level <= max_levels);

    // Find centered image crop which aligns to 16 pixels at given level
    const NppiRect roi = roo::GetCenteredAlignedRegion(nw,nh,16 << level,16 << level);

    // Load Camera intrinsics from file
    GetPot clArgs( argc, argv );
    const std::string filename = clArgs.follow("","-cmod");
    if( filename.empty() ) {
        std::cerr << "Camera models file is required!" << std::endl;
        exit(1);
    }
    const calibu::CameraRig rig = calibu::ReadXmlRig(filename);

    if( rig.cameras.size() != 2 ) {
        std::cerr << "Two camera models are required to run this program!" << std::endl;
        exit(1);
    }

    Eigen::Matrix3f CamModel0 = rig.cameras[0].camera.K().cast<float>();
    Eigen::Matrix3f CamModel1 = rig.cameras[1].camera.K().cast<float>();

    roo::ImageIntrinsics camMod[] = {
        {CamModel0(0,0),CamModel0(1,1),CamModel0(0,2),CamModel0(1,2)},
        {CamModel1(0,0),CamModel1(1,1),CamModel1(0,2),CamModel1(1,2)}
    };

    for(int i=0; i<2; ++i ) {
        // Adjust to match camera image dimensions
        const double scale = nw / rig.cameras[i].camera.Width();
        roo::ImageIntrinsics camModel = camMod[i].Scale( scale );

        // Adjust to match cropped aligned image
        camModel = camModel.CropToROI( roi );

        camMod[i] = camModel;
    }

    const unsigned int w = roi.width;
    const unsigned int h = roi.height;
    const unsigned int lw = w >> level;
    const unsigned int lh = h >> level;

    const Eigen::Matrix3d& K0 = camMod[0].Matrix();
    const Eigen::Matrix3d& Kl = camMod[0][level].Matrix();

    std::cout << "K Matrix: " << std::endl << K0 << std::endl;
    std::cout << "K Matrix - Level: " << std::endl << Kl << std::endl;

    std::cout << "Video stream dimensions: " << nw << "x" << nh << std::endl;
    std::cout << "Chosen Level: " << level << std::endl;
    std::cout << "Processing dimensions: " << lw << "x" << lh << std::endl;
    std::cout << "Offset: " << roi.x << "x" << roi.y << std::endl;

    // print selected camera model
    std::cout << "Camera Model used: " << std::endl << camMod[0][level].Matrix() << std::endl;

    Eigen::Matrix3d RDFvision;RDFvision<< 1,0,0,  0,1,0,  0,0,1;
    Eigen::Matrix3d RDFrobot; RDFrobot << 0,1,0,  0,0, 1,  1,0,0;
    Eigen::Matrix4d T_vis_ro = Eigen::Matrix4d::Identity();
    T_vis_ro.block<3,3>(0,0) = RDFvision.transpose() * RDFrobot;
    Eigen::Matrix4d T_ro_vis = Eigen::Matrix4d::Identity();
    T_ro_vis.block<3,3>(0,0) = RDFrobot.transpose() * RDFvision;

    const Sophus::SE3d T_rl_orig = T_rlFromCamModelRDF(rig.cameras[0], rig.cameras[1], RDFvision);

    // TODO(jmf): For now, assume cameras are rectified. Later allow unrectified cameras.
    /*
    double k1 = 0;
    double k2 = 0;

    if(cam[0].Type() == MVL_CAMERA_WARPED)
    {
        k1 = cam[0].GetModel()->warped.kappa1;
        k2 = cam[0].GetModel()->warped.kappa2;
    }
    */

    const bool rectify = false;
    if(!rectify) {
        std::cout << "Using pre-rectified images" << std::endl;
    }

    // Check we received at least two images
    if(images.Size() < 2) {
        std::cerr << "Failed to capture first stereo pair from camera" << std::endl;
        return -1;
    }

    // Define Camera Render Object (for view / scene browsing)
    pangolin::OpenGlRenderState s_cam(
        pangolin::ProjectionMatrixRDF_TopLeft(w,h,K0(0,0),K0(1,1),K0(0,2),K0(1,2),0.1,10000),
        pangolin::IdentityMatrix(pangolin::GlModelViewStack)
    );

    pangolin::GlBufferCudaPtr vbo(pangolin::GlArrayBuffer, lw*lh,GL_FLOAT, 4, cudaGraphicsMapFlagsWriteDiscard, GL_STREAM_DRAW );
    pangolin::GlBufferCudaPtr cbo(pangolin::GlArrayBuffer, lw*lh,GL_UNSIGNED_BYTE, 4, cudaGraphicsMapFlagsWriteDiscard, GL_STREAM_DRAW );
    pangolin::GlBuffer ibo = pangolin::MakeTriangleStripIboForVbo(lw,lh);

    // Allocate Camera Images on device for processing
    roo::Image<unsigned char, roo::TargetHost, roo::DontManage> hCamImg[] = {{0,nw,nh},{0,nw,nh}};
    roo::Image<float2, roo::TargetDevice, roo::Manage> dLookup[] = {{w,h},{w,h}};

    roo::Image<unsigned char, roo::TargetDevice, roo::Manage> upload(w,h);
    roo::Pyramid<unsigned char, max_levels, roo::TargetDevice, roo::Manage> img_pyr[] = {{w,h},{w,h}};

    roo::Image<float, roo::TargetDevice, roo::Manage> img[] = {{lw,lh},{lw,lh}};
    roo::Volume<float, roo::TargetDevice, roo::Manage> vol[] = {{lw,lh,MAXD},{lw,lh,MAXD}};
    roo::Image<float, roo::TargetDevice, roo::Manage>  disp[] = {{lw,lh},{lw,lh}};
    roo::Image<float, roo::TargetDevice, roo::Manage> meanI(lw,lh);
    roo::Image<float, roo::TargetDevice, roo::Manage> varI(lw,lh);
    roo::Image<float, roo::TargetDevice, roo::Manage> temp[] = {{lw,lh},{lw,lh},{lw,lh},{lw,lh},{lw,lh}};

    roo::Image<float,roo::TargetDevice, roo::Manage>& imgd = disp[0];
    roo::Image<float,roo::TargetDevice, roo::Manage> depthmap(lw,lh);
    roo::Image<float,roo::TargetDevice, roo::Manage> imga(lw,lh);
    roo::Image<float2,roo::TargetDevice, roo::Manage> imgq(lw,lh);
    roo::Image<float,roo::TargetDevice, roo::Manage> imgw(lw,lh);

    roo::Image<float4, roo::TargetDevice, roo::Manage>  d3d(lw,lh);
    roo::Image<unsigned char, roo::TargetDevice,roo::Manage> Scratch(lw*sizeof(roo::LeastSquaresSystem<float,6>),lh);

    typedef ulong4 census_t;
    roo::Image<census_t, roo::TargetDevice, roo::Manage> census[] = {{lw,lh},{lw,lh}};

    // Stereo transformation (post-rectification)
    Sophus::SE3d T_rl = T_rl_orig;

    const double baseline = T_rl.translation().norm();
    std::cout << "Baseline: " << baseline << std::endl;

    cudaMemGetInfo( &cu_mem_end, &cu_mem_total );
    std::cout << "CuTotal: " << cu_mem_total/(1024*1024) << ", Available: " << cu_mem_end/(1024*1024) << ", Used: " << (cu_mem_start-cu_mem_end)/(1024*1024) << std::endl;

    pangolin::Var<bool> step("ui.step", false, false);
    pangolin::Var<bool> run("ui.run", false, true);
    pangolin::Var<bool> lockToCam("ui.Lock to cam", false, true);
    pangolin::Var<int> show_slice("ui.show slice",MAXD/2, 0, MAXD-1);

    pangolin::Var<int> maxdisp("ui.maxdisp",MAXD, 0, MAXD);
    pangolin::Var<bool> subpix("ui.subpix", true, true);

    pangolin::Var<bool> use_census("ui.use census", true, true);
    pangolin::Var<int> avg_rad("ui.avg_rad",0, 0, 100);

    pangolin::Var<bool> do_dtam("ui.do dtam", false, true);
    pangolin::Var<bool> dtam_reset("ui.reset", false, false);

    pangolin::Var<float> g_alpha("ui.g alpha", 14, 0,4);
    pangolin::Var<float> g_beta("ui.g beta", 2.5, 0,2);


    pangolin::Var<float> theta("ui.theta", 100, 0,100);
    pangolin::Var<float> lambda("ui.lambda", 20, 0,20);
    pangolin::Var<float> sigma_q("ui.sigma q", 0.7, 0, 1);
    pangolin::Var<float> sigma_d("ui.sigma d", 0.7, 0, 1);
    pangolin::Var<float> huber_alpha("ui.huber alpha", 0.002, 0, 0.01);
    pangolin::Var<float> beta("ui.beta", 0.00001, 0, 0.01);

    pangolin::Var<float> alpha("ui.alpha", 0.9, 0,1);
    pangolin::Var<float> r1("ui.r1", 100, 0,0.01);
    pangolin::Var<float> r2("ui.r2", 100, 0,0.01);

    pangolin::Var<bool> filter("ui.filter", false, true);
    pangolin::Var<float> eps("ui.eps",0.01*0.01, 0, 0.01);
    pangolin::Var<int> rad("ui.radius",9, 1, 20);

    pangolin::Var<bool> leftrightcheck("ui.left-right check", false, true);
    pangolin::Var<float> maxdispdiff("ui.maxdispdiff",1, 0, 5);

    pangolin::Var<int> domedits("ui.median its",1, 1, 10);
    pangolin::Var<bool> domed9x9("ui.median 9x9", false, true);
    pangolin::Var<bool> domed7x7("ui.median 7x7", false, true);
    pangolin::Var<bool> domed5x5("ui.median 5x5", false, true);
    pangolin::Var<int> medi("ui.medi",12, 0, 24);

    pangolin::Var<float> filtgradthresh("ui.filt grad thresh", 0, 0, 20);

    pangolin::Var<bool> save_depthmaps("ui.save_depthmaps", false, true);

    int jump_frames = 0;

    pangolin::RegisterKeyPressCallback(' ', [&run](){run = !run;} );
    pangolin::RegisterKeyPressCallback('l', [&lockToCam](){lockToCam = !lockToCam;} );
    pangolin::RegisterKeyPressCallback(pangolin::PANGO_SPECIAL + GLUT_KEY_RIGHT, [&step](){step=true;} );
    pangolin::RegisterKeyPressCallback(']', [&jump_frames](){jump_frames=100;} );
    pangolin::RegisterKeyPressCallback('}', [&jump_frames](){jump_frames=1000;} );

    pangolin::Handler2dImageSelect handler2d(lw,lh,level);
//    ActivateDrawPyramid<unsigned char,max_levels> adleft(img_pyr[0],GL_LUMINANCE8, false, true);
//    ActivateDrawPyramid<unsigned char,max_levels> adright(img_pyr[1],GL_LUMINANCE8, false, true);
    pangolin::ActivateDrawImage<float> adleft(img[0],GL_LUMINANCE32F_ARB, false, true);
    pangolin::ActivateDrawImage<float> adright(img[1],GL_LUMINANCE32F_ARB, false, true);
    pangolin::ActivateDrawImage<float> adisp(disp[0],GL_LUMINANCE32F_ARB, false, true);
    pangolin::ActivateDrawImage<float> adw(imgw,GL_LUMINANCE32F_ARB, false, true);
//    ActivateDrawImage<float> adCrossSection(dCrossSection,GL_RGBA_FLOAT32_APPLE, false, true);
    pangolin::ActivateDrawImage<float> adVol(vol[0].ImageXY(show_slice),GL_LUMINANCE32F_ARB, false, true);

    SceneGraph::GLSceneGraph graph;
    SceneGraph::GLVbo glvbo(&vbo,&ibo,&cbo);
    graph.AddChild(&glvbo);

    SetupContainer(container, 6, (float)w/h);
    container[0].SetDrawFunction(boost::ref(adleft)).SetHandler(&handler2d);
    container[1].SetDrawFunction(boost::ref(adright)).SetHandler(&handler2d);
    container[2].SetDrawFunction(boost::ref(adisp)).SetHandler(&handler2d);
    container[3].SetDrawFunction(boost::ref(adVol)).SetHandler(&handler2d);
    container[4].SetDrawFunction(SceneGraph::ActivateDrawFunctor(graph, s_cam))
                .SetHandler( new pangolin::Handler3D(s_cam, pangolin::AxisNone) );
    container[5].SetDrawFunction(boost::ref(adw)).SetHandler(&handler2d);

    for(unsigned long frame=0; !pangolin::ShouldQuit();)
    {
        bool go = frame==0 || jump_frames > 0 || run || Pushed(step);

        for(; jump_frames > 0; jump_frames--) {
            video.Capture(images);
        }

        if(go) {
            if(frame>0) {
                if( video.Capture(images) == false) {
                    exit(1);
                }
            }

            frame++;

            /////////////////////////////////////////////////////////////
            // Upload images to device (Warp / Decimate if necessery)
            for(int i=0; i<2; ++i ) {
                hCamImg[i].ptr = images[i].data();

                if(rectify) {
                    upload.CopyFrom(hCamImg[i].SubImage(roi));
                    Warp(img_pyr[i][0], upload, dLookup[i]);
                }else{
                    img_pyr[i][0].CopyFrom(hCamImg[i].SubImage(roi));
                }

                roo::BoxReduce<unsigned char, max_levels, unsigned int>(img_pyr[i]);
            }
        }

        go |= avg_rad.GuiChanged() | use_census.GuiChanged();
        if( go ) {
            for(int i=0; i<2; ++i ) {
                roo::ElementwiseScaleBias<float,unsigned char,float>(img[i], img_pyr[i][level],1.0f/255.0f);
                if(avg_rad > 0 ) {
                    roo::BoxFilter<float,float,float>(temp[0],img[i],Scratch,avg_rad);
                    roo::ElementwiseAdd<float,float,float,float>(img[i], img[i], temp[0], 1, -1, 0.5);
                }
                if(use_census) {
                    Census(census[i], img[i]);
                }
            }
        }

        if( go | g_alpha.GuiChanged() || g_beta.GuiChanged() ) {
            ExponentialEdgeWeight(imgw, img[0], g_alpha, g_beta);
        }

        go |= filter.GuiChanged() | leftrightcheck.GuiChanged() | rad.GuiChanged() | eps.GuiChanged() | alpha.GuiChanged() | r1.GuiChanged() | r2.GuiChanged();
        if(go) {
            if(use_census) {
                roo::CensusStereoVolume<float, census_t>(vol[0], census[0], census[1], maxdisp, -1);
                if(leftrightcheck) roo::CensusStereoVolume<float, census_t>(vol[1], census[1], census[0], maxdisp, +1);
            }else{
                CostVolumeFromStereoTruncatedAbsAndGrad(vol[0], img[0], img[1], -1, alpha, r1, r2);
                if(leftrightcheck) CostVolumeFromStereoTruncatedAbsAndGrad(vol[1], img[1], img[0], +1, alpha, r1, r2);
            }

            if(filter) {
                // Filter Cost volume
                for(int v=0; v<(leftrightcheck?2:1); ++v)
                {
                    roo::Image<float, roo::TargetDevice, roo::Manage>& I = img[v];
                    roo::ComputeMeanVarience<float,float,float>(varI, temp[0], meanI, I, Scratch, rad);

                    for(int d=0; d<maxdisp; ++d)
                    {
                        roo::Image<float> P = vol[v].ImageXY(d);
                        roo::ComputeCovariance(temp[0],temp[2],temp[1],P,meanI,I,Scratch,rad);
                        GuidedFilter(P,temp[0],varI,temp[1],meanI,I,Scratch,temp[2],temp[3],temp[4],rad,eps);
                    }
                }
            }
        }

        static int n = 0;
//        static float theta = 0;
//        go |= Pushed(dtam_reset);
//        if(go )
        if(Pushed(dtam_reset))
        {
            n = 0;
            theta.Reset();

            // Initialise primal and auxillary variables
            CostVolMinimumSubpix(imgd,vol[0], maxdisp,-1);
            imga.CopyFrom(imgd);

            // Initialise dual variable
            imgq.Memset(0);
        }

        const double min_theta = 1E-0;
        if(do_dtam && theta > min_theta)
        {
            for(int i=0; i<5; ++i ) {
                // Auxillary exhaustive search
                CostVolMinimumSquarePenaltySubpix(imga, vol[0], imgd, maxdisp, -1, lambda, (theta) );

                // Dual Ascent
                roo::WeightedHuberGradU_DualAscentP(imgq, imgd, imgw, sigma_q, huber_alpha);

                // Primal Descent
                roo::WeightedL2_u_minus_g_PrimalDescent(imgd, imgq, imga, imgw, sigma_d, 1.0f / (theta) );

                theta= theta * (1-beta*n);
                ++n;
            }
            if( theta <= min_theta && save_depthmaps ) {
                cv::Mat dmap = cv::Mat( lh, lw, CV_32FC1 );
                // convert disparity to depth
                roo::Disp2Depth(imgd, depthmap, Kl(0,0), baseline );
                depthmap.MemcpyToHost( dmap.data );

                // save depth image
                char            Index[10];
                sprintf( Index, "%05d", frame );
                std::string DepthPrefix = "SDepth-";
                std::string DepthFile;
                DepthFile = DepthPrefix + Index + ".pdm";
                std::cout << "Depth File: " << DepthFile << std::endl;
                std::ofstream pDFile( DepthFile.c_str(), std::ios::out | std::ios::binary );
                pDFile << "P7" << std::endl;
                pDFile << dmap.cols << " " << dmap.rows << std::endl;
                unsigned int Size = dmap.elemSize1() * dmap.rows * dmap.cols;
                pDFile << 4294967295 << std::endl;
                pDFile.write( (const char*)dmap.data, Size );
                pDFile.close();

                // save grey image
                std::string GreyPrefix = "Left-";
                std::string GreyFile;
                GreyFile = GreyPrefix + Index + ".pgm";
                std::cout << "Grey File: " << GreyFile << std::endl;
                cv::Mat gimg = cv::Mat( lh, lw, CV_8UC1 );
                img_pyr[0][level].MemcpyToHost( gimg.data );
                cv::imwrite( GreyFile, gimg );

                 // reset
                step = true;
                dtam_reset = true;
            }
        }

        go |= pangolin::GuiVarHasChanged();
//        if(go) {
//            if(subpix) {
//                CostVolMinimumSubpix(disp[0],vol[0], maxdisp,-1);
//                if(leftrightcheck) CostVolMinimumSubpix(disp[1],vol[1], maxdisp,+1);
//            }else{
//                CostVolMinimum<float,float>(disp[0],vol[0], maxdisp);
//                if(leftrightcheck) CostVolMinimum<float,float>(disp[1],vol[1], maxdisp);
//            }

//        }

        if(go) {
            for(int di=0; di<(leftrightcheck?2:1); ++di) {
                for(int i=0; i < domedits; ++i ) {
                    if(domed9x9) MedianFilterRejectNegative9x9(disp[di],disp[di], medi);
                    if(domed7x7) MedianFilterRejectNegative7x7(disp[di],disp[di], medi);
                    if(domed5x5) MedianFilterRejectNegative5x5(disp[di],disp[di], medi);
                }
            }

            if(leftrightcheck ) {
                LeftRightCheck(disp[1], disp[0], +1, maxdispdiff);
                LeftRightCheck(disp[0], disp[1], -1, maxdispdiff);
            }

            if(filtgradthresh > 0) {
                FilterDispGrad(disp[0], disp[0], filtgradthresh);
            }
        }

//        if(go)
        {
            // Generate point cloud from disparity image
            DisparityImageToVbo(d3d, disp[0], baseline, Kl(0,0), Kl(1,1), Kl(0,2), Kl(1,2) );

//            if(container[3].IsShown())
            {
                // Copy point cloud into VBO
                {
                    pangolin::CudaScopedMappedPtr var(vbo);
                    roo::Image<float4> dVbo((float4*)*var,lw,lh);
                    dVbo.CopyFrom(d3d);
                }

                // Generate CBO
                {
                    pangolin::CudaScopedMappedPtr var(cbo);
                    roo::Image<uchar4> dCbo((uchar4*)*var,lw,lh);
                    roo::ConvertImage<uchar4,unsigned char>(dCbo, img_pyr[0][level]);
                }
            }

            // Update texture views
            adisp.SetImageScale(1.0f/maxdisp);
//            adleft.SetLevel(show_level);
//            adright.SetLevel(show_level);
            adVol.SetImage(vol[0].ImageXY(show_slice));
        }

        /////////////////////////////////////////////////////////////
        // Draw

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glColor3f(1,1,1);

        pangolin::FinishFrame();
    }
}
示例#2
0
int main( int argc, char* argv[] )
{
    const int w = 1024;
    const int h = 768;

    // Initialise window
    View& container = SetupPangoGLWithCuda(w, h);
    ApplyPreferredGlSettings();

    // Open video device

    const roo::ImageIntrinsics K( 570.342, 570.342, w/2.0 - 0.5, h/2.0 - 0.5 );

    roo::Image<float,  roo::TargetDevice, roo::Manage> ray_i(w,h);
    roo::Image<float,  roo::TargetDevice, roo::Manage> ray_d(w,h);
    roo::Image<float,  roo::TargetDevice, roo::Manage> ray_dist(w,h);
    roo::Image<float4, roo::TargetDevice, roo::Manage> ray_n(w,h);
    roo::Image<float4, roo::TargetDevice, roo::Manage> vis(w,h);
    roo::BoundedVolume<roo::SDF_t, roo::TargetDevice, roo::Manage> vol;
    roo::BoundedVolume<roo::SDF_t, roo::TargetDevice, roo::Manage> vol2;
    
    LoadPXM("save.vol", vol);
    LoadPXM("save2.vol", vol2);

    SceneGraph::GLSceneGraph glgraph;
    SceneGraph::GLAxisAlignedBox glboxvol;

    glboxvol.SetBounds(roo::ToEigen(vol.bbox.Min()), roo::ToEigen(vol.bbox.Max()) );
    glgraph.AddChild(&glboxvol);

    pangolin::OpenGlRenderState s_cam(
        ProjectionMatrixRDF_TopLeft(w,h,K.fu,K.fv,K.u0,K.v0,0.1,1000),
        ModelViewLookAtRDF(0,0,-2,0,0,0,0,-1,0)
    );

    Var<float> trunc_dist_factor("ui.trunc_vol_factor",2, 1, 4);
    Var<bool> switch_sdf("ui.switch_sdf",false,true);
    Var<bool> diff_sdf("ui.diff_sdf",true,true);

    ActivateDrawImage<float4> adrayimg(vis, GL_RGBA32F, true, true);

    Handler3DGpuDepth rayhandler(ray_d, s_cam, AxisNone);
    SetupContainer(container, 2, (float)w/h);
    container[0].SetDrawFunction(boost::ref(adrayimg))
                .SetHandler(&rayhandler);
    container[1].SetDrawFunction(SceneGraph::ActivateDrawFunctor(glgraph, s_cam))
                .SetHandler( new Handler3D(s_cam, AxisNone) );

    while(!pangolin::ShouldQuit())
    {   
        const float trunc_dist = trunc_dist_factor*length(vol.VoxelSizeUnits());

        Sophus::SE3d T_vw(s_cam.GetModelViewMatrix());
        const roo::BoundingBox roi(T_vw.inverse().matrix3x4(), w, h, K, 0, 50);
        roo::BoundedVolume<roo::SDF_t> work_vol = (switch_sdf ? vol2 : vol).SubBoundingVolume( roi );
        roo::BoundedVolume<roo::SDF_t> work_vol2 = (switch_sdf ? vol : vol2).SubBoundingVolume( roi );
        if(work_vol.IsValid()) {
            roo::RaycastSdf(ray_d, ray_n, ray_i, work_vol, T_vw.inverse().matrix3x4(), K, 0.1, 50, trunc_dist, true );
            roo::SdfDistance(ray_dist, ray_d, work_vol2, T_vw.inverse().matrix3x4(), K, trunc_dist);
            if(!diff_sdf) roo::Fill<float>(ray_dist, 0.0f);
            roo::Remap(vis, ray_i, ray_dist, -trunc_dist, trunc_dist);
        }

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glColor3f(1,1,1);
        pangolin::FinishFrame();
    }
}
示例#3
0
int main( int argc, char* argv[] )
{
    // Create OpenGL window in single line thanks to GLUT
    pangolin::CreateWindowAndBind("Main",640,480);
    SceneGraph::GLSceneGraph::ApplyPreferredGlSettings();
    glewInit();

    // Scenegraph to hold GLObjects and relative transformations
    SceneGraph::GLSceneGraph glGraph;

    SceneGraph::GLLight light(10,10,-100);
    glGraph.AddChild(&light);

    // Define grid object
    SceneGraph::GLGrid glGrid(50,2.0, true);

    // Define axis object, and set its pose
    SceneGraph::GLAxis glAxis;
    glAxis.SetPose(-1,-2,-0.1, 0, 0, M_PI/4);
    glAxis.SetScale(0.25);

    SceneGraph::GLMovableAxis glMovableAxis;
    glMovableAxis.SetPosition(-3,3,-1);

    SceneGraph::GLAxisAlignedBox glBox;
    glBox.SetResizable();

    // Define movable waypoint object with velocity
    SceneGraph::GLWayPoint glWaypoint;
    glWaypoint.SetPose(0.5,0.5,-0.1,0,0,0);

    // Optionally clamp waypoint to specific plane
    glWaypoint.ClampToPlane(Eigen::Vector4d(0,0,1,0));

    // Define 3D spiral using a GLCachedPrimitives object
    SceneGraph::GLCachedPrimitives glSpiral(GL_LINE_STRIP, SceneGraph::GLColor(1.0f,0.7f,0.2f));
    for(double t=0; t < 10*M_PI; t+= M_PI/50) {
        glSpiral.AddVertex(Eigen::Vector3d(cos(t)+2, sin(t)+2, -0.1*t) );
    }

    // Define 3D floating text object
    SceneGraph::GLText glText3d("3D Floating Text", -1, 1, -1);


    // Add objects to scenegraph
    glGraph.AddChild(&glGrid);
    glGraph.AddChild(&glWaypoint);
    glGraph.AddChild(&glSpiral);
    glGraph.AddChild(&glAxis);
    glGraph.AddChild(&glText3d);
    glGraph.AddChild(&glMovableAxis);
    glMovableAxis.AddChild(&glBox);


    // Define Camera Render Object (for view / scene browsing)
    pangolin::OpenGlRenderState stacks3d(
        pangolin::ProjectionMatrix(640,480,420,420,320,240,0.1,1000),
        pangolin::ModelViewLookAt(0,-2,-4, 0,1,0, pangolin::AxisNegZ)
    );

    // Pangolin abstracts the OpenGL viewport as a View.
    // Here we get a reference to the default 'base' view.
    pangolin::View& container = pangolin::DisplayBase();

    // We define a new view which will reside within the container.
    pangolin::View view3d;

    // We set the views location on screen and add a handler which will
    // let user input update the model_view matrix (stacks3d) and feed through
    // to our scenegraph
    view3d.SetBounds(0.0, 1.0, 0.0, 1.0, 640.0f/480.0f)
          .SetHandler(new SceneGraph::HandlerSceneGraph(glGraph,stacks3d,pangolin::AxisNegZ))
          .SetDrawFunction(SceneGraph::ActivateDrawFunctor(glGraph, stacks3d));

    // Add our views as children to the base container.
    container.AddDisplay(view3d);


    GLWidgetView panel;
    panel.Init(0,1,0,Attach::Pix(200),&WidgetDrawFunction);

    container.AddDisplay(panel);

    // Demonstration of how we can register a keyboard hook to trigger a method
    pangolin::RegisterKeyPressCallback( pangolin::PANGO_CTRL + 'r', std::bind(GlobalKeyHook, "You Pushed ctrl-r!" ) );

    // Add keyhook to save window contents (including alpha). The framebuffer is saved just before it is swapped
    pangolin::RegisterKeyPressCallback( 's', std::bind(&pangolin::View::SaveOnRender, &pangolin::DisplayBase(), "window_OnRender" ) );

    // Add keyhook to save a particular view (including alpha) at 4 times the resolution of the screen. This creates an FBO and renders into it straight away.
    pangolin::RegisterKeyPressCallback( 'r', std::bind(&pangolin::View::SaveRenderNow, &view3d, "view3d_RenderNow", 4 ) );

    // Default hooks for exiting (Esc) and fullscreen (tab).
    while( !pangolin::ShouldQuit() )
    {
        // Clear whole screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Swap frames and Process Events
        pangolin::FinishFrame();

        // Pause for 1/60th of a second.
        std::this_thread::sleep_for(std::chrono::milliseconds(1000 / 60));
    }


    return 0;
}
示例#4
0
int main( int argc, char* argv[] )
{
    if(argc != 2) {
        Usage();
        exit(-1);
    }

    const std::string model_filename(argv[1]);

    // Create OpenGL window in single line thanks to GLUT
    pangolin::CreateWindowAndBind("Main",640,480);
    SceneGraph::GLSceneGraph::ApplyPreferredGlSettings();
    glClearColor( 0,0,0,0);
    glewInit();

    // Scenegraph to hold GLObjects and relative transformations
    SceneGraph::GLSceneGraph glGraph;

    SceneGraph::GLLight light(10,10,-100);
    glGraph.AddChild(&light);

    SceneGraph::GLGrid grid(10,1,true);
    glGraph.AddChild(&grid);

    SceneGraph::AxisAlignedBoundingBox bbox;
    
#ifdef HAVE_ASSIMP
    // Define a mesh object and try to load model
    SceneGraph::GLMesh glMesh;
    try {
        glMesh.Init(model_filename);
        glGraph.AddChild(&glMesh);
        bbox = glMesh.ObjectAndChildrenBounds();
    }catch(exception e) {
        cerr << "Cannot load mesh." << endl;
        cerr << e.what() << std::endl;
        exit(-1);
    }
#endif // HAVE_ASSIMP

    
    const Eigen::Vector3d center = bbox.Center();
    double size = bbox.Size().norm();
   
    // Define Camera Render Object (for view / scene browsing)
    pangolin::OpenGlRenderState stacks3d(
        pangolin::ProjectionMatrix(640,480,420,420,320,240, 0.01, 1000),
        pangolin::ModelViewLookAt(center(0), center(1) + size, center(2) + size/4, center(0), center(1), center(2), pangolin::AxisZ)
    );

    // We define a new view which will reside within the container.
    pangolin::View view3d;

    // We set the views location on screen and add a handler which will
    // let user input update the model_view matrix (stacks3d) and feed through
    // to our scenegraph
    view3d.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0f/480.0f)
          .SetHandler(new SceneGraph::HandlerSceneGraph(glGraph,stacks3d))
          .SetDrawFunction(SceneGraph::ActivateDrawFunctor(glGraph, stacks3d));

    // Add our views as children to the base container.
    pangolin::DisplayBase().AddDisplay(view3d);

    // Default hooks for exiting (Esc) and fullscreen (tab).
    while( !pangolin::ShouldQuit() )
    {
        // Clear whole screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Swap frames and Process Events
        pangolin::FinishFrame();

        // Pause for 1/60th of a second.
        std::this_thread::sleep_for(std::chrono::milliseconds(1000 / 60));
    }

    return 0;
}
示例#5
0
int main( int argc, char* argv[] )
{
    if(argc != 2) {
        Usage();
        exit(-1);
    }

    std::string obj_basename(argv[1]);
    std::size_t find_dot   = obj_basename.find(".obj");
    std::size_t find_slash = obj_basename.find_last_of('/');

    std::cout<<"  find_dot = " << find_dot << std::endl;
    std::cout<<"find_slash = " << find_slash << std::endl;

    obj_basename = obj_basename.substr(find_slash+1,find_dot-find_slash-1);

    std::string data_dir = "../data/" + obj_basename + "_data";

    const std::string model_filename(argv[1]);

    int UI_WIDTH = 150;

    // Create OpenGL window in single line thanks to GLUT
    pangolin::CreateWindowAndBind("Main",640+UI_WIDTH,480);
    SceneGraph::GLSceneGraph::ApplyPreferredGlSettings();
    glClearColor( 0,0,0,0);
    glewInit();

    std::string system_command = std::string("grep -R \"o \" ") + std::string(argv[1]) +
            std::string(" > object_names.txt");

    std::cout<<system_command << std::endl;

    system(system_command.c_str());

    std::vector<std::string>objectNames;

    ifstream objectNamesFile("object_names.txt");

    if ( objectNamesFile.is_open())
    {
        char readlinedata[200];

        while(1)
        {
            objectNamesFile.getline(readlinedata,200);

            if ( objectNamesFile.eof())
                break;

            istringstream iss(readlinedata);
            std::string objectName(iss.str());

            objectName = objectName.substr(2,objectName.size()-2);
            std::cout<<objectName<< std::endl;

            objectNames.push_back(objectName);
        }
    }

    objectNamesFile.close();


    // Count the number of shapes
    int max_label = 0;
    for (int i = 0; i < objectNames.size(); i++)
    {
        int training_label = obj_label2training_label(objectNames.at(i));
        max_label = std::max(max_label, training_label);
    }

    Eigen::MatrixXd colours(max_label,3);
    std::map<int, int>colour2indexMap;

    // <= since the label was seen, so need to include
    for ( int i = 0; i <= max_label; i++)
    {
        // With the same seeded label, the colors should be the same across runs
        // +1 since srand(0) is srand(1) since rand can't be initialized by 0
        srand(i+1);
        colours(i, 0) = static_cast<float>(rand()) /
                static_cast<float>(RAND_MAX);
        colours(i, 1) = static_cast<float>(rand()) /
                static_cast<float>(RAND_MAX);
        colours(i, 2) = static_cast<float>(rand()) /
                static_cast<float>(RAND_MAX);

        colour2indexMap[ (int)round((colours(i,0))*255) +
                ((int)round(colours(i,1)*255))*256 +
                ((int)round(colours(i,2)*255))*256*256] = i;
    }

    Eigen::MatrixXd renderingColours(objectNames.size(),3);

    for(int i = 0; i < objectNames.size();i++)
    {
        int training_label = obj_label2training_label(objectNames.at(i));

        renderingColours(i,0) = colours(training_label,0);
        renderingColours(i,1) = colours(training_label,1);
        renderingColours(i,2) = colours(training_label,2);
    }


    // Scenegraph to hold GLObjects and relative transformations
    SceneGraph::GLSceneGraph glGraph;

    SceneGraph::GLLight light(10,10,-100);
    glGraph.AddChild(&light);

    SceneGraph::AxisAlignedBoundingBox bbox;
    
#ifdef HAVE_ASSIMP
    // Define a mesh object and try to load model
    SceneGraph::GLMesh glMesh;
    try {
        glMesh.Init(model_filename);
        glGraph.AddChild(&glMesh);
        bbox = glMesh.ObjectAndChildrenBounds();
    }catch(exception e) {
        cerr << "Cannot load mesh." << endl;
        cerr << e.what() << std::endl;
        exit(-1);
    }
#endif // HAVE_ASSIMP

    
    const Eigen::Vector3d center = bbox.Center();
    double size = bbox.Size().norm();
   
    // Define Camera Render Object (for view / scene browsing)
    pangolin::OpenGlRenderState stacks3d(
        pangolin::ProjectionMatrixRDF_BottomLeft(640,480,420,420,320,240, 0.1, 1000),
        pangolin::ModelViewLookAt(center(0), center(1) + size, center(2) + size/4,
                                  center(0), center(1), center(2), pangolin::AxisNegZ)
    );


    /// Create a Panel
    pangolin::View& d_panel = pangolin::CreatePanel("ui")
            .SetBounds(1.0, 0.0, 0, pangolin::Attach::Pix(UI_WIDTH));

    /// Add named OpenGL viewport to window and provide 3D Handler
    pangolin::View& d_cam = pangolin::Display("cam")
      .SetBounds(0.0, 1, Attach::Pix(UI_WIDTH), 1, -640.0f/480.0f)
      .SetHandler(new Handler3D(stacks3d));


    int width  = 640;
    int height = 480;

    std::vector<TooN::SE3<> >poses2render;
    int render_pose_count = 0;

    float depth_arrayf[width*height];

    CVD::Image<u_int16_t>depth_image(CVD::ImageRef(width,height));

    float near =0.1;
    float far = 1000;

    srand (time(NULL));

    CVD::Image<CVD::Rgb<CVD::byte> > img_flipped(CVD::ImageRef(640,480));

    char trajectory_fileName[300];

//    bedroom1_poses_0_interpolated.txt

    std::cout<<"data_dir = " << data_dir << std::endl;
    std::cout<<"obj_basename = " << obj_basename << std::endl;

    sprintf(trajectory_fileName,"%s/%s_trajectory.txt",
            data_dir.c_str(),
            obj_basename.c_str());

    std::cout<<"Trajectory_fileName = " << trajectory_fileName << std::endl;

    ifstream SE3PoseFile(trajectory_fileName);


    TooN::SE3<>T_wc;

    if (SE3PoseFile.is_open())
    {
        while(1)
        {
            SE3PoseFile >> T_wc;

            if ( SE3PoseFile.eof() )
                break;

            poses2render.push_back(T_wc);

        }

    }
    SE3PoseFile.close();

    OpenGlMatrix openglSE3Matrix;

    int skip_frame = 1;

    ofstream model_file("3dmodel.obj");

    float u0 = 320.0;
    float v0 = 240.0;
    float fx = 420.0;
    float fy =-420.0;

    // Default hooks for exiting (Esc) and fullscreen (tab).
    while( !pangolin::ShouldQuit() )
    {
        static Var<int>numposes2plot("ui.numposes2plot",0,0,100);

        {
            numposes2plot  = render_pose_count;

            if ( numposes2plot >= (int)poses2render.size())
                return 1;

            TooN::SE3<>T_wc = poses2render.at(render_pose_count);

            TooN::SE3<>T_cw = T_wc.inverse();

            TooN::SO3<>Rot = T_cw.get_rotation();

            TooN::Matrix<4>SE3Mat = TooN::Identity(4);

            /// copy rotation
            TooN::Matrix<3>SO3Mat = Rot.get_matrix();
            SE3Mat.slice(0,0,3,3) = SO3Mat;

            /// copy translation
            TooN::Vector<3>trans = T_cw.get_translation();
            SE3Mat(0,3) = trans[0];
            SE3Mat(1,3) = trans[1];
            SE3Mat(2,3) = trans[2];

            /// Ref: http://www.felixgers.de/teaching/jogl/generalTransfo.html
            /// It should be a transpose - stored in column major
            for(int col = 0; col < 4; col++ )
            {
                for(int row = 0; row < 4; row++)
                {
                    openglSE3Matrix.m[col*4+row] = SE3Mat(row,col);
                }
            }

            /// set the model view matrix to this pose
            stacks3d.SetModelViewMatrix(openglSE3Matrix);

            stacks3d.Apply();

            numposes2plot = render_pose_count;

            // Clear whole screen
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

            //        d_cam.ActivateAndScissor();
            d_cam.ActivateScissorAndClear(stacks3d);

            glEnable(GL_DEPTH_TEST);

            glClear(GL_COLOR_BUFFER_BIT);

#ifdef GENERATE_RGBD_VIDEO
            glMesh.DrawCanonicalObject();
#else
            glMesh.DrawCanonicalObjectSegmentation(renderingColours);
#endif

            CVD::Image<CVD::Rgb<CVD::byte> > img = CVD::glReadPixels<CVD::Rgb<CVD::byte> >(CVD::ImageRef(640,480),
                                                                                           CVD::ImageRef(150,0));

            /// save the image
//#pragma omp parallel for
            for(int yy = 0; yy < height; yy++ )
            {
                for(int xx = 0; xx < width; xx++)
                {
                    img_flipped[CVD::ImageRef(xx,height-1-yy)] = img[CVD::ImageRef(xx,yy)];
                }
            }

            char fileName[300];

            sprintf(fileName,"%s/scene_00_%07d.png",data_dir.c_str(),render_pose_count/skip_frame);

            CVD::img_save(img_flipped,fileName);

//            CVD::Image<CVD::byte>labelImage = CVD::Image<CVD::byte>(CVD::ImageRef(640,480));

//            /// save the annotations
//#pragma omp parallel for
//            for(int yy = 0; yy < height; yy++ )
//            {
//                for(int xx = 0; xx < width; xx++)
//                {
//                    CVD::Rgb<CVD::byte> pix = img_flipped[CVD::ImageRef(xx,yy)];

//                    int ind = pix.red + 256*pix.green + 256*256*pix.blue;

//                    labelImage[CVD::ImageRef(xx,yy)] = colour2indexMap[ind];
//                }
//            }

//            sprintf(fileName,"%s/label_00_%07d.png",data_dir.c_str(),render_pose_count/skip_frame);
//            CVD::img_save(labelImage,fileName);

            glReadPixels(150, 0, 640, 480, GL_DEPTH_COMPONENT, GL_FLOAT, depth_arrayf);

            int scale = 5000;

            /// convert to real-depth
//#pragma omp parallel for
            for(int i = 0; i < width*height; ++i)
            {
                float z_b = depth_arrayf[i];
                float z_n = 2.0f * z_b - 1.0f;
                depth_arrayf[i] = 2.0 * near * far / (far + near - z_n * (far - near));
            }

            /// save the depth image
//#pragma omp parallel for
            for(int y = 0; y < height; y++)
            {
                for(int x = 0; x < width; x++)
                {
                    int ind = (height-1-y)*width+x;
                    float depth_val = depth_arrayf[ind];

                    u_int16_t val = (u_int16_t)(depth_val * scale);

                    if( val < 65535 && depth_val < 100)
                        depth_image[CVD::ImageRef(x,y)] = val;
                    else
                        depth_image[CVD::ImageRef(x,y)] = 0 ;
                }
            }

            char depthImageFileName[300];

            {
                sprintf(depthImageFileName,"%s/scenedepth_00_%07d.png",data_dir.c_str(),render_pose_count/skip_frame);
            }

            float rand_r = (float)rand()/RAND_MAX;
            float rand_g = (float)rand()/RAND_MAX;
            float rand_b = (float)rand()/RAND_MAX;

            if( render_pose_count%1000 == 0  )
            {

                float max_depth = *std::max_element(depth_arrayf,depth_arrayf+width*height);
                float min_depth = *std::min_element(depth_arrayf,depth_arrayf+width*height);

                std::cout<<"max_depth = " << max_depth << std::endl;
                std::cout<<"min_depth = " << min_depth << std::endl;

                for(int y = 0; y < height; y++)
                {
                    for(int x = 0; x < width; x++)
                    {
                        float depth = (float)depth_image[CVD::ImageRef(x,y)]/scale;

                        if ( depth < 10 && depth > 0 )
                        {
                            TooN::Vector<4>p_w = T_wc * TooN::makeVector(depth*(x-u0)/fx,
                                                                         depth*(y-v0)/fy,
                                                                         depth,
                                                                         1.0);

                            model_file << "v " << p_w[0]<<" "<<p_w[1]<<" "<<p_w[2]<<" "<<rand_r<<" "<<rand_g<<" "<<rand_b<<std::endl;

                        }
                    }
                }
            }


            std::string depthImageFileName_string(depthImageFileName);

            CVD::img_save(depth_image,depthImageFileName_string);

            render_pose_count++;


            d_panel.Render();

            // Swap frames and Process Events
            pangolin::FinishFrame();
        }

    }

    return 0;
}
示例#6
0
int main( int /*argc*/, char** /*argv[]*/ )
{
    // Create OpenGL window in single line thanks to GLUT
    pangolin::CreateGlutWindowAndBind("Main",640,480, GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
    SceneGraph::GLSceneGraph::ApplyPreferredGlSettings();
    glewInit();

    // Scenegraph to hold GLObjects and relative transformations
    SceneGraph::GLSceneGraph glGraph;

    // Create shadow light to illuminate scene. Shadow casters
    // and receivers must be set up individually.    
    SceneGraph::GLShadowLight shadowLight(10,10,-100, 2048,2048);
    glGraph.AddChild(&shadowLight);    

    // Define grid object
    SceneGraph::GLGrid glGrid(20,1.0, true);
    glGraph.AddChild(&glGrid);
    shadowLight.AddShadowReceiver(&glGrid);

    // Define axis object, and set its pose
    SceneGraph::GLAxis glAxis;
    glAxis.SetPose(-1,-2,-0.1, 0, 0, M_PI/4);
    glAxis.SetScale(0.25);
    glGraph.AddChild(&glAxis);

    // Define 3D spiral using a GLCachedPrimitives object
    SceneGraph::GLCachedPrimitives glSpiral(GL_LINE_STRIP, SceneGraph::GLColor(1.0f,0.7f,0.2f));
    for(double t=0; t < 10*M_PI; t+= M_PI/50) {
        glSpiral.AddVertex(Eigen::Vector3d(cos(t)+2, sin(t)+2, -0.2*t) );
    }
    glGraph.AddChild(&glSpiral);

    SceneGraph::GLCube glCube;
    glCube.SetPose(1.5,1.5,-sqrt(3), M_PI/4, M_PI/4, M_PI/4);
    glGraph.AddChild(&glCube);
    shadowLight.AddShadowCaster(&glCube);
    
#ifdef HAVE_ASSIMP
    // Define a mesh object and try to load model
    SceneGraph::GLMesh glMesh;
    try {
        glMesh.Init("./model.blend");
        glMesh.SetPosition(0,0,-1);
        glMesh.SetScale(4.0f);
        glGraph.AddChild(&glMesh);
        shadowLight.AddShadowCasterAndReceiver(&glMesh);
    }catch(exception e) {
        cerr << "Cannot load mesh. Check file exists" << endl;
    }
#endif // HAVE_ASSIMP

    // Define Camera Render Object (for view / scene browsing)
    pangolin::OpenGlRenderState stacks3d(
        pangolin::ProjectionMatrix(640,480,420,420,320,240,0.1,1000),
        pangolin::ModelViewLookAt(0,-2,-4, 0,1,0, pangolin::AxisNegZ)
    );



    // Pangolin abstracts the OpenGL viewport as a View.
    // Here we get a reference to the default 'base' view.
    pangolin::View& container = pangolin::DisplayBase();

    // We define a new view which will reside within the container.
    pangolin::View view3d;

    // We set the views location on screen and add a handler which will
    // let user input update the model_view matrix (stacks3d) and feed through
    // to our scenegraph
    view3d.SetBounds(0.0, 1.0, 0.0, 1.0, 640.0f/480.0f)
          .SetHandler(new SceneGraph::HandlerSceneGraph(glGraph,stacks3d,pangolin::AxisNegZ))
          .SetDrawFunction(SceneGraph::ActivateDrawFunctor(glGraph, stacks3d));

    pangolin::View& viewLight = pangolin::CreateDisplay()
            .SetBounds(0.0, 0.3, 0, 0.3)
            .SetDrawFunction(SceneGraph::ActivateScissorClearDrawFunctor(glGraph,shadowLight.GetRenderState()));


    // Add our view as children to the base container.
    container.AddDisplay(view3d);
    container.AddDisplay(viewLight);

    // Default hooks for exiting (Esc) and fullscreen (tab).
    for(int frame=0; !pangolin::ShouldQuit(); ++frame )
    {
        // Clear whole screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Animate position of light over time.
        shadowLight.SetPosition(100*cos(frame/100.0), 100*sin(frame/100.0), -100 );

        // Swap frames and Process Events
        pangolin::FinishFrame();

        // Pause for 1/60th of a second.
        std::this_thread::sleep_for(std::chrono::milliseconds(1000 / 60));
    }

    return 0;
}
示例#7
0
int main( int argc, char* argv[] )
{
    const unsigned int w = 512;
    const unsigned int h = 512;
    const roo::ImageIntrinsics K(500,500,w /2, h /2);
    const int volres = 128;

    // Initialise window
    View& container = SetupPangoGLWithCuda(2*w, h);
    SceneGraph::GLSceneGraph::ApplyPreferredGlSettings();

    Var<float> near("ui.near",0, 0, 10);
    Var<float> far("ui.far",100, 0, 100);

    // Allocate Camera Images on device for processing
    roo::Image<float, roo::TargetDevice, roo::Manage> img(w,h);
    roo::Image<float, roo::TargetDevice, roo::Manage> depth(w,h);
    roo::Image<float4, roo::TargetDevice, roo::Manage> norm(w,h);
    roo::Image<float, roo::TargetDevice, roo::Manage> gtd(w,h);
    roo::Image<float4, roo::TargetDevice, roo::Manage> gtn(w,h);

    pangolin::GlBufferCudaPtr vbo(pangolin::GlArrayBuffer, w*h,GL_FLOAT,4, cudaGraphicsMapFlagsWriteDiscard, GL_STREAM_DRAW);

    roo::BoundedVolume<roo::SDF_t, roo::TargetDevice, roo::Manage> vol(volres,volres,volres,make_float3(-1,-1,-1), make_float3(1,1,1));
    ActivateDrawImage<float> adg(img, GL_LUMINANCE32F_ARB, true, true);
    ActivateDrawImage<float4> adn(norm, GL_RGBA32F, true, true);
    ActivateDrawImage<float4> adin(gtn, GL_RGBA32F, true, true);

    SceneGraph::GLSceneGraph graph;
    SceneGraph::GLAxis glaxis;
    SceneGraph::GLAxisAlignedBox glbox;
    SceneGraph::GLVbo glvbo(&vbo);
    graph.AddChild(&glaxis);
    graph.AddChild(&glbox);
    graph.AddChild(&glvbo);

    pangolin::OpenGlRenderState stacks_view(
        ProjectionMatrixRDF_TopLeft(w,h, K.fu,K.fv,K.u0,K.v0, 1E-2,1E3),
        ModelViewLookAtRDF(0,0,-4,0,0,1,0,-1,0)
    );

    pangolin::OpenGlRenderState stacks_capture(
        ProjectionMatrixRDF_TopLeft(w,h, K.fu,K.fv,K.u0,K.v0, 1E-2,1E3),
        ModelViewLookAtRDF(0,0,-4,0,0,1,0,-1,0)
    );

    Handler3DDepth<float,roo::TargetDevice> handler(depth,stacks_view, AxisNone);
    SceneGraph::HandlerSceneGraph handlerView(graph, stacks_view, AxisNone);
    SceneGraph::HandlerSceneGraph handlerCapture(graph, stacks_capture, AxisNone);
    SetupContainer(container, 5, (float)w/h);
    container[0].SetDrawFunction(std::ref(adg)).SetHandler(&handler);
    container[1].SetDrawFunction(std::ref(adn)).SetHandler(&handler);
    container[2].SetDrawFunction(std::ref(adin)).SetHandler(&handler);
    container[3].SetDrawFunction(SceneGraph::ActivateDrawFunctor(graph, stacks_view)).SetHandler( &handlerView  );
    container[4].SetDrawFunction(SceneGraph::ActivateDrawFunctor(graph, stacks_capture)).SetHandler( &handlerCapture  );

    const float voxsize = length(vol.VoxelSizeUnits());
    roo::SdfSphere(vol, make_float3(0,0,0), 0.9 );

    Var<bool> subpix("ui.subpix", true, true);
    Var<bool> sdfreset("ui.reset", false, false);
    Var<int>  shape("ui.shape", 0, 0,1);
    Var<bool> sdfsphere("ui.sphere", false, false);
    Var<bool> fuse("ui.fuse", false, true);
    Var<bool> fuseonce("ui.fuse once", false, false);
    Var<float> trunc_dist("ui.trunc dist", 2*voxsize, 0, 2*voxsize);
    Var<float> max_w("ui.max w", 10, 1E-4, 10);
    Var<float> mincostheta("ui.min cos theta", 0.5, 0, 1);
    Var<bool>  test("ui.test", false, true);
    Var<float> scale("ui.scale", 1, 0,100);

    for(unsigned long frame=0; !pangolin::ShouldQuit(); ++frame)
    {
        if(test) {
            stacks_capture.SetModelViewMatrix(stacks_view.GetModelViewMatrix());
        }

        Sophus::SE3d T_vw(stacks_view.GetModelViewMatrix());
        Sophus::SE3d T_cw(stacks_capture.GetModelViewMatrix());

        if(Pushed(sdfreset)) {
            roo::SdfReset(vol, trunc_dist);
        }

        if(Pushed(sdfsphere)) {
            roo::SdfSphere(vol, make_float3(0,0,0), 0.9 );
        }

        // Raycast current view
        {
            roo::RaycastSdf(depth, norm, img, vol, T_vw.inverse().matrix3x4(), K, near, far, trunc_dist, subpix );
        }

        // Generate depthmap by raycasting against groundtruth object
        {
            if(shape == 0) {
                roo::RaycastBox(gtd, T_cw.inverse().matrix3x4(), K, roo::BoundingBox(make_float3(-0.9,-0.9,-0.9), make_float3(0.9,0.9,0.9)) );
            }else if(shape ==1) {
                roo::Fill<float>(gtd, std::numeric_limits<float>::quiet_NaN() );
                roo::RaycastSphere(gtd, roo::Image<float>(), T_cw.inverse().matrix3x4(), K, make_float3(0,0,0), 0.9);
            }
            CudaScopedMappedPtr dvbo(vbo);
            roo::Image<float4> vboimg((float4*)*dvbo,w,h);
            roo::DepthToVbo<float>(vboimg, gtd, K, 1.0f);
            roo::NormalsFromVbo(gtn,vboimg);
            glvbo.SetPose(T_cw.inverse().matrix());
        }

        if(Pushed(fuseonce) || fuse) {
            // integrate gtd into TSDF
            roo::SdfFuse(vol, gtd, gtn, T_cw.matrix3x4(), K, trunc_dist, max_w, mincostheta );
        }

        if(test) {
            // override img with difference between depth and gtd
            roo::ElementwiseAdd<float,float,float,float>(img, depth, gtd, 1.0f, -1.0f, 0.0f);
//            roo::ElementwiseSquare<float,float,float>(img,img);
            roo::ElementwiseScaleBias<float,float,float>(img,img,scale);
        }

        /////////////////////////////////////////////////////////////
        // Perform drawing
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glColor3f(1,1,1);

        pangolin::FinishFrame();
    }
}
示例#8
0
int main( int /*argc*/, char** /*argv*/ )
{
    // Create OpenGL window in single line thanks to GLUT
    pangolin::CreateWindowAndBind("Main",640,480);
    SceneGraph::GLSceneGraph::ApplyPreferredGlSettings();
    glewInit();

    // Scenegraph to hold GLObjects and relative transformations
    SceneGraph::GLSceneGraph glGraph;

    SceneGraph::GLLight light(10,10,-100);
    glGraph.AddChild(&light);

    SceneGraph::GLGrid grid(10,1,true);
    glGraph.AddChild(&grid);

    SceneGraph::GLCube cube;
    cube.SetPose(0,0,20,M_PI_4,M_PI_4,0.1);
    glGraph.AddChild(&cube);

    const SceneGraph::AxisAlignedBoundingBox bbox = glGraph.ObjectAndChildrenBounds();
    const Eigen::Vector3d center = bbox.Center();
    const double size = bbox.Size().norm();
    const double far = 10*size;
    const double near = far / 1E3;

    // Define Camera Render Object (for view / scene browsing)
    pangolin::OpenGlRenderState stacks3d(
        pangolin::ProjectionMatrix(640,480,420,420,320,240,near,far),
        pangolin::ModelViewLookAt(center(0), center(1) + size, center(2) + size/4, center(0), center(1), center(2), pangolin::AxisZ)
    );

    // We define a new view which will reside within the container.
    pangolin::View view3d;

    // We set the views location on screen and add a handler which will
    // let user input update the model_view matrix (stacks3d) and feed through
    // to our scenegraph
    view3d.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0f/480.0f)
          .SetHandler(new SceneGraph::HandlerSceneGraph(glGraph,stacks3d))
          .SetDrawFunction(SceneGraph::ActivateDrawFunctor(glGraph, stacks3d));

    // Add our views as children to the base container.
    pangolin::DisplayBase().AddDisplay(view3d);

    // Physics stuff
    // Build the broadphase (approximate collision detection)
    btDbvtBroadphase broadphase;
    btDefaultCollisionConfiguration collisionConfiguration;
    btCollisionDispatcher dispatcher(&collisionConfiguration);
    btSequentialImpulseConstraintSolver solver;
    btDiscreteDynamicsWorld dynamicsWorld(&dispatcher,&broadphase,&solver,&collisionConfiguration);
    dynamicsWorld.setGravity(btVector3(0,0,-10));

    btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,0,1),0);
    btCollisionShape* fallShape = new btBoxShape(toBulletVec3( cube.ObjectBounds().HalfSizeFromOrigin() ) );

    btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,0,0)));
    btRigidBody::btRigidBodyConstructionInfo
            groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
    btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
    groundRigidBody->setRestitution(0.1);
    dynamicsWorld.addRigidBody(groundRigidBody);


    SceneGraphMotionState* fallMotionState = new SceneGraphMotionState(cube);
    btScalar mass = 1;
    btVector3 fallInertia(0,0,0);
    fallShape->calculateLocalInertia(mass,fallInertia);
    btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
    btRigidBody* fallRigidBody = new btRigidBody(fallRigidBodyCI);
    fallRigidBody->setRestitution(5);
    dynamicsWorld.addRigidBody(fallRigidBody);

    // Default hooks for exiting (Esc) and fullscreen (tab).
    while( !pangolin::ShouldQuit() )
    {
        // Clear whole screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Swap frames and Process Events
        pangolin::FinishFrame();

        // Pause for 1/60th of a second.
        usleep(1E6 / 60);
        dynamicsWorld.stepSimulation(1/60.f,10);
    }

    dynamicsWorld.removeRigidBody(fallRigidBody);
    delete fallRigidBody->getMotionState();
    delete fallRigidBody;

    dynamicsWorld.removeRigidBody(groundRigidBody);
    delete groundRigidBody->getMotionState();
    delete groundRigidBody;


    delete fallShape;

    delete groundShape;

    return 0;
}