Пример #1
0
def tests():
    global times
    px = []
    p_np = []
    p_c = []
    p_cl = []
    iters = 15
    for pixels in range(10, 480, 10):
        px += [pixels * pixels]
        print pixels
        rect = ((0, 0), (pixels, pixels))
        p_np += [
            timeit(
                lambda: normals.normals_numpy(depth, rect),
                number=iters,
            )
        ]
        p_c += [
            timeit(
                lambda: normals.normals_c(depth, rect),
                number=iters,
            )
        ]
        p_cl += [
            timeit(
                lambda: normals.normals_opencl(depth, rect),
                number=iters,
            )
        ]
    times = np.vstack((px, p_np, p_c, p_cl))
    times[1:, :] /= iters
Пример #2
0
def tests():
  global times
  px = []
  p_np = []
  p_c = []
  p_cl = []
  iters=15
  for pixels in range(10,480,10):
    px += [pixels*pixels]
    print pixels
    rect = ((0,0),(pixels,pixels))
    p_np += [timeit(lambda:normals.normals_numpy(depth,rect), number=iters,)]
    p_c += [timeit(lambda:normals.normals_c(depth,rect), number=iters,)]
    p_cl += [timeit(lambda:normals.normals_opencl(depth,rect), number=iters,)]
  times = np.vstack((px,p_np,p_c,p_cl))
  times[1:,:] /= iters
Пример #3
0
def find_plane(depth, boundpts):
    from visuals.camerawindow import CameraWindow
    global window
    if not 'window' in globals():
        window = CameraWindow()

    # Build a mask of the image inside the convex points clicked
    u,v = uv = np.mgrid[:480,:640][::-1]
    mask = np.ones((480,640),bool)
    for (x,y),(dx,dy) in zip(boundpts, boundpts - np.roll(boundpts,1,0)):
        mask &= ((uv[0]-x)*dy - (uv[1]-y)*dx)<0

    # Borrow the initialization from calibkinect
    KK = np.linalg.inv(calibkinect.projection()).astype('f')
    KK = np.ascontiguousarray(KK)

    # Find the average plane going through here
    global n,w
    n,w = normals.normals_c(depth)
    maskw = mask & (w>0)
    abc = n[maskw].mean(0)
    abc /= np.sqrt(np.dot(abc,abc))
    a,b,c = abc
    x,y,z = [_[maskw].mean() for _ in calibkinect.convertOpenNI2Real_numpy(depth)]
    d = -(a*x+b*y+c*z)
    tableplane = np.array([a,b,c,d])
    #tablemean = np.array([x,y,z])

    # Backproject the table plane into the image using inverse transpose
    global tb0
    tb0 = np.dot(KK.transpose(), tableplane)
    tb0[2] = tb0[2]

    # Build a matrix projecting sensor points to an system with
    # the origin on the table, and Y pointing up from the table
    # NOTE: the default orientation is offset by 45 degrees from the camera's
    # natural direction.
    v1 = np.array([a,b,c]); v1 /= np.sqrt(np.dot(v1,v1))
    v0 = np.cross(v1, [-1,0,1]); v0 /= np.sqrt(np.dot(v0,v0))
    v2 = np.cross(v0,v1);
    Ktable = np.eye(4)
    Ktable[:3,:3] = np.vstack((v0,v1,v2)).transpose()
    Ktable[:3,3] = [x,y,z]
    Ktable = np.linalg.inv(Ktable).astype('f')

    KtableKK = np.dot(Ktable, KK).astype('f')

    global boundptsM
    boundptsM = []
    for (up,vp) in boundpts:
        # First project the image points (u,v) onto to the (imaged) tableplane
        dp = -(tb0[0]*up + tb0[1]*vp + tb0[3])/tb0[2]

        # Then project them into metric space
        xp, yp, zp, wp = np.dot(KtableKK, [up,vp,dp,1])
        xp /= wp ; yp /= wp ; zp /= wp;
        boundptsM += [[xp,yp,zp]]

    # Use OpenGL and framebuffers to draw the table and the walls
    fbo = glGenFramebuffers(1)
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);

    rb,rbc = glGenRenderbuffers(2)
    glBindRenderbuffer(GL_RENDERBUFFER, rb);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 640, 480)
    glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                              GL_DEPTH_ATTACHMENT,
                              GL_RENDERBUFFER, rb);
    glEnable(GL_DEPTH_TEST)
    glClear(GL_DEPTH_BUFFER_BIT)
    glViewport(0, 0, 640, 480)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(0,640,0,480,0,-10)
    glMultMatrixf(np.linalg.inv(KtableKK).transpose())

    def draw():
        glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT)
        glEnable(GL_CULL_FACE)
        glBegin(GL_QUADS)
        for x,y,z in boundptsM:
            glVertex(x,y,z,1)
        for (x,y,z),(x_,y_,z_) in zip(boundptsM,np.roll(boundptsM,1,0)):
            glVertex(x ,y ,z ,1)
            glVertex(x_,y_,z_,1)
            glVertex(0,1,0,0)
            glVertex(0,1,0,0)
        glEnd()
        glDisable(GL_CULL_FACE)
        glFinish()

    gf = glGetIntegerv(GL_FRONT_FACE)
    glFrontFace(GL_CCW)
    draw()
    openglbgHi = glReadPixels(0, 0, 640, 480,
                              GL_DEPTH_COMPONENT, GL_FLOAT).reshape(480,640);
    glFrontFace(GL_CW)
    draw()
    openglbgLo = glReadPixels(0, 0, 640, 480,
                              GL_DEPTH_COMPONENT, GL_FLOAT).reshape(480,640);
    glFrontFace(gf)

    global hi,lo
    openglbgHi = 1000./(openglbgHi*10)
    openglbgLo = 1000./(openglbgLo*10)
    lo = np.array(openglbgLo)
    hi = np.array(openglbgHi)

    #openglbgLo[openglbgLo>=2047] = 0
    #openglbgHi[np.isnan(openglbgHi)] = 0
    openglbgLo[openglbgHi==openglbgLo] = 0

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glDeleteRenderbuffers(2, [rb,rbc]);
    glDeleteFramebuffers(1, [fbo]);

    background = np.array(depth)
    background[~mask] = 0
    background = np.maximum(background,openglbgHi)
    #backgroundM = normals.project(background)

    openglbgLo = openglbgLo.astype(np.uint16)
    background = background.astype(np.uint16)
    background[background>=5] -= 5
    #openglbgLo += 5

    return dict(
        bgLo=openglbgLo,
        bgHi=background,
        boundpts=boundpts,
        boundptsM=boundptsM,
        KK=KK,
        Ktable=Ktable)
Пример #4
0
def find_plane(depth, boundpts):
    from visuals.camerawindow import CameraWindow
    global window
    if not 'window' in globals():
        window = CameraWindow()

    # Build a mask of the image inside the convex points clicked
    u, v = uv = np.mgrid[:480, :640][::-1]
    mask = np.ones((480, 640), bool)
    for (x, y), (dx, dy) in zip(boundpts, boundpts - np.roll(boundpts, 1, 0)):
        mask &= ((uv[0] - x) * dy - (uv[1] - y) * dx) < 0

    # Borrow the initialization from calibkinect
    KK = np.linalg.inv(calibkinect.projection()).astype('f')
    KK = np.ascontiguousarray(KK)

    # Find the average plane going through here
    global n, w
    n, w = normals.normals_c(depth)
    maskw = mask & (w > 0)
    abc = n[maskw].mean(0)
    abc /= np.sqrt(np.dot(abc, abc))
    a, b, c = abc
    x, y, z = [
        _[maskw].mean() for _ in calibkinect.convertOpenNI2Real_numpy(depth)
    ]
    d = -(a * x + b * y + c * z)
    tableplane = np.array([a, b, c, d])
    #tablemean = np.array([x,y,z])

    # Backproject the table plane into the image using inverse transpose
    global tb0
    tb0 = np.dot(KK.transpose(), tableplane)
    tb0[2] = tb0[2]

    # Build a matrix projecting sensor points to an system with
    # the origin on the table, and Y pointing up from the table
    # NOTE: the default orientation is offset by 45 degrees from the camera's
    # natural direction.
    v1 = np.array([a, b, c])
    v1 /= np.sqrt(np.dot(v1, v1))
    v0 = np.cross(v1, [-1, 0, 1])
    v0 /= np.sqrt(np.dot(v0, v0))
    v2 = np.cross(v0, v1)
    Ktable = np.eye(4)
    Ktable[:3, :3] = np.vstack((v0, v1, v2)).transpose()
    Ktable[:3, 3] = [x, y, z]
    Ktable = np.linalg.inv(Ktable).astype('f')

    KtableKK = np.dot(Ktable, KK).astype('f')

    global boundptsM
    boundptsM = []
    for (up, vp) in boundpts:
        # First project the image points (u,v) onto to the (imaged) tableplane
        dp = -(tb0[0] * up + tb0[1] * vp + tb0[3]) / tb0[2]

        # Then project them into metric space
        xp, yp, zp, wp = np.dot(KtableKK, [up, vp, dp, 1])
        xp /= wp
        yp /= wp
        zp /= wp
        boundptsM += [[xp, yp, zp]]

    # Use OpenGL and framebuffers to draw the table and the walls
    fbo = glGenFramebuffers(1)
    glBindFramebuffer(GL_FRAMEBUFFER, fbo)

    rb, rbc = glGenRenderbuffers(2)
    glBindRenderbuffer(GL_RENDERBUFFER, rb)
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 640, 480)
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                              GL_RENDERBUFFER, rb)
    glEnable(GL_DEPTH_TEST)
    glClear(GL_DEPTH_BUFFER_BIT)
    glViewport(0, 0, 640, 480)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(0, 640, 0, 480, 0, -10)
    glMultMatrixf(np.linalg.inv(KtableKK).transpose())

    def draw():
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
        glEnable(GL_CULL_FACE)
        glBegin(GL_QUADS)
        for x, y, z in boundptsM:
            glVertex(x, y, z, 1)
        for (x, y, z), (x_, y_, z_) in zip(boundptsM, np.roll(boundptsM, 1,
                                                              0)):
            glVertex(x, y, z, 1)
            glVertex(x_, y_, z_, 1)
            glVertex(0, 1, 0, 0)
            glVertex(0, 1, 0, 0)
        glEnd()
        glDisable(GL_CULL_FACE)
        glFinish()

    gf = glGetIntegerv(GL_FRONT_FACE)
    glFrontFace(GL_CCW)
    draw()
    openglbgHi = glReadPixels(0, 0, 640, 480, GL_DEPTH_COMPONENT,
                              GL_FLOAT).reshape(480, 640)
    glFrontFace(GL_CW)
    draw()
    openglbgLo = glReadPixels(0, 0, 640, 480, GL_DEPTH_COMPONENT,
                              GL_FLOAT).reshape(480, 640)
    glFrontFace(gf)

    global hi, lo
    openglbgHi = 1000. / (openglbgHi * 10)
    openglbgLo = 1000. / (openglbgLo * 10)
    lo = np.array(openglbgLo)
    hi = np.array(openglbgHi)

    #openglbgLo[openglbgLo>=2047] = 0
    #openglbgHi[np.isnan(openglbgHi)] = 0
    openglbgLo[openglbgHi == openglbgLo] = 0

    glBindFramebuffer(GL_FRAMEBUFFER, 0)
    glDeleteRenderbuffers(2, [rb, rbc])
    glDeleteFramebuffers(1, [fbo])

    background = np.array(depth)
    background[~mask] = 0
    background = np.maximum(background, openglbgHi)
    #backgroundM = normals.project(background)

    openglbgLo = openglbgLo.astype(np.uint16)
    background = background.astype(np.uint16)
    background[background >= 5] -= 5
    #openglbgLo += 5

    return dict(bgLo=openglbgLo,
                bgHi=background,
                boundpts=boundpts,
                boundptsM=boundptsM,
                KK=KK,
                Ktable=Ktable)
Пример #5
0
def find_plane(depth, boundpts):
    from wxpy3d.camerawindow import CameraWindow
    global window
    if not 'window' in globals():
        window = CameraWindow()

    # Build a mask of the image inside the convex points clicked
    mask = make_mask(boundpts)

    # Borrow the initialization from calibkinect
    KK = np.linalg.inv(calibkinect.projection()).astype('f')
    KK = np.ascontiguousarray(KK)

    # Find the average plane going through here
    global n,w
    n,w = normals.normals_c(depth)
    maskw = mask & (w>0)
    abc = n[maskw].mean(0)
    abc /= np.sqrt(np.dot(abc,abc))
    a,b,c = abc
    x,y,z = [_[maskw].mean() for _ in calibkinect.convertOpenNI2Real_numpy(depth)]
    d = -(a*x+b*y+c*z)
    tableplane = np.array([a,b,c,d])
    #tablemean = np.array([x,y,z])

    # Backproject the table plane into the image using inverse transpose
    global tb0
    tb0 = np.dot(KK.T, tableplane)
    tb0[2] = tb0[2]

    # Build a matrix projecting sensor points to an system with
    # the origin on the table, and Y pointing up from the table
    # NOTE: the default orientation is offset by 45 degrees from the camera's
    # natural direction.
    v1 = np.array([a,b,c]); v1 /= np.sqrt(np.dot(v1,v1))
    v0 = np.cross(v1, [-1,0,1]); v0 /= np.sqrt(np.dot(v0,v0))
    v2 = np.cross(v0,v1);
    Ktable = np.eye(4)
    Ktable[:3,:3] = np.vstack((v0,v1,v2)).T
    Ktable[:3,3] = [x,y,z]
    Ktable = np.linalg.inv(Ktable).astype('f')

    KtableKK = np.dot(Ktable, KK).astype('f')

    global boundptsM
    boundptsM = []
    for (up,vp) in boundpts:
        # First project the image points (u,v) onto to the (imaged) tableplane
        dp = -(tb0[0]*up + tb0[1]*vp + tb0[3])/tb0[2]

        # Then project them into metric space
        xp, yp, zp, wp = np.dot(KtableKK, [up,vp,dp,1])
        xp /= wp ; yp /= wp ; zp /= wp;
        boundptsM += [[xp,yp,zp]]

    # Use OpenGL and framebuffers to draw the table and the walls
    fbo = glGenFramebuffers(1)
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);

    rb,rbc = glGenRenderbuffers(2)
    glBindRenderbuffer(GL_RENDERBUFFER, rb);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 640, 480)
    glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                              GL_DEPTH_ATTACHMENT,
                              GL_RENDERBUFFER, rb);
    glEnable(GL_DEPTH_TEST)
    glClear(GL_DEPTH_BUFFER_BIT)
    glViewport(0, 0, 640, 480)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(0,640,0,480,0,-10)
    glMultMatrixf(np.linalg.inv(KtableKK).T)

    def draw():
        glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT)
        glEnable(GL_CULL_FACE)
        glBegin(GL_QUADS)
        for x,y,z in boundptsM:
            glVertex(x,y,z,1)
        for (x,y,z),(x_,y_,z_) in zip(boundptsM,np.roll(boundptsM,1,0)):
            glVertex(x ,y ,z ,1)
            glVertex(x_,y_,z_,1)
            glVertex(0,1,0,0)
            glVertex(0,1,0,0)
        glEnd()
        glDisable(GL_CULL_FACE)
        glFinish()

    # Rendering the outside faces gives us the near walls
    gf = glGetIntegerv(GL_FRONT_FACE)
    glFrontFace(GL_CCW)
    draw()
    openglbgHi = glReadPixels(0, 0, 640, 480,
                              GL_DEPTH_COMPONENT, GL_FLOAT).reshape(480,640)

    # Rendering the interior faces gives us the table plane and the far walls
    glFrontFace(GL_CW)
    draw()
    openglbgLo = glReadPixels(0, 0, 640, 480,
                              GL_DEPTH_COMPONENT, GL_FLOAT).reshape(480,640)
    glFrontFace(gf)

    # We need to invert the depth measurements to obtain kinect-style range
    # images.
    #    initially, openglbgHi/Lo are in units of 1/m.
    #    afterwards, they are in units of mm.
    global hi,lo
    openglbgHi = 1000./(openglbgHi*10)
    openglbgLo = 1000./(openglbgLo*10)
    lo = np.array(openglbgLo)
    hi = np.array(openglbgHi)

    openglbgLo[openglbgHi==openglbgLo] = 0

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glDeleteRenderbuffers(2, [rb,rbc]);
    glDeleteFramebuffers(1, [fbo]);

    # Some of the observed image points are nearer than the fitted plane.
    # We want fewer false positives in this case, so take the maximum
    # of either the fitted plane or the observed depth
    background = np.array(depth)
    background[~mask] = 0
    background = np.maximum(background,openglbgHi)

    openglbgLo = openglbgLo.astype(np.uint16)
    background = background.astype(np.uint16)
    background[background>=5] -= 5   # Reduce false positives even more.

    return dict(
        bgLo=openglbgLo,
        bgHi=background,
        boundpts=boundpts,
        boundptsM=boundptsM,
        KK=KK,
        Ktable=Ktable)
Пример #6
0
def find_plane(depth, boundpts):
    from wxpy3d.camerawindow import CameraWindow
    global window
    if not 'window' in globals():
        window = CameraWindow()

    # Build a mask of the image inside the convex points clicked
    mask = make_mask(boundpts)

    # Borrow the initialization from calibkinect
    KK = np.linalg.inv(calibkinect.projection()).astype('f')
    KK = np.ascontiguousarray(KK)

    # Find the average plane going through here
    global n, w
    n, w = normals.normals_c(depth)
    maskw = mask & (w > 0)
    abc = n[maskw].mean(0)
    abc /= np.sqrt(np.dot(abc, abc))
    a, b, c = abc
    x, y, z = [
        _[maskw].mean() for _ in calibkinect.convertOpenNI2Real_numpy(depth)
    ]
    d = -(a * x + b * y + c * z)
    tableplane = np.array([a, b, c, d])
    #tablemean = np.array([x,y,z])

    # Backproject the table plane into the image using inverse transpose
    global tb0
    tb0 = np.dot(KK.T, tableplane)
    tb0[2] = tb0[2]

    # Build a matrix projecting sensor points to an system with
    # the origin on the table, and Y pointing up from the table
    # NOTE: the default orientation is offset by 45 degrees from the camera's
    # natural direction.
    v1 = np.array([a, b, c])
    v1 /= np.sqrt(np.dot(v1, v1))
    v0 = np.cross(v1, [-1, 0, 1])
    v0 /= np.sqrt(np.dot(v0, v0))
    v2 = np.cross(v0, v1)
    Ktable = np.eye(4)
    Ktable[:3, :3] = np.vstack((v0, v1, v2)).T
    Ktable[:3, 3] = [x, y, z]
    Ktable = np.linalg.inv(Ktable).astype('f')

    KtableKK = np.dot(Ktable, KK).astype('f')

    global boundptsM
    boundptsM = []
    for (up, vp) in boundpts:
        # First project the image points (u,v) onto to the (imaged) tableplane
        dp = -(tb0[0] * up + tb0[1] * vp + tb0[3]) / tb0[2]

        # Then project them into metric space
        xp, yp, zp, wp = np.dot(KtableKK, [up, vp, dp, 1])
        xp /= wp
        yp /= wp
        zp /= wp
        boundptsM += [[xp, yp, zp]]

    # Use OpenGL and framebuffers to draw the table and the walls
    fbo = glGenFramebuffers(1)
    glBindFramebuffer(GL_FRAMEBUFFER, fbo)

    rb, rbc = glGenRenderbuffers(2)
    glBindRenderbuffer(GL_RENDERBUFFER, rb)
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 640, 480)
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                              GL_RENDERBUFFER, rb)
    glEnable(GL_DEPTH_TEST)
    glClear(GL_DEPTH_BUFFER_BIT)
    glViewport(0, 0, 640, 480)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(0, 640, 0, 480, 0, -10)
    glMultMatrixf(np.linalg.inv(KtableKK).T)

    def draw():
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
        glEnable(GL_CULL_FACE)
        glBegin(GL_QUADS)
        for x, y, z in boundptsM:
            glVertex(x, y, z, 1)
        for (x, y, z), (x_, y_, z_) in zip(boundptsM, np.roll(boundptsM, 1,
                                                              0)):
            glVertex(x, y, z, 1)
            glVertex(x_, y_, z_, 1)
            glVertex(0, 1, 0, 0)
            glVertex(0, 1, 0, 0)
        glEnd()
        glDisable(GL_CULL_FACE)
        glFinish()

    # Rendering the outside faces gives us the near walls
    gf = glGetIntegerv(GL_FRONT_FACE)
    glFrontFace(GL_CCW)
    draw()
    openglbgHi = glReadPixels(0, 0, 640, 480, GL_DEPTH_COMPONENT,
                              GL_FLOAT).reshape(480, 640)

    # Rendering the interior faces gives us the table plane and the far walls
    glFrontFace(GL_CW)
    draw()
    openglbgLo = glReadPixels(0, 0, 640, 480, GL_DEPTH_COMPONENT,
                              GL_FLOAT).reshape(480, 640)
    glFrontFace(gf)

    # We need to invert the depth measurements to obtain kinect-style range
    # images.
    #    initially, openglbgHi/Lo are in units of 1/m.
    #    afterwards, they are in units of mm.
    global hi, lo
    openglbgHi = 1000. / (openglbgHi * 10)
    openglbgLo = 1000. / (openglbgLo * 10)
    lo = np.array(openglbgLo)
    hi = np.array(openglbgHi)

    openglbgLo[openglbgHi == openglbgLo] = 0

    glBindFramebuffer(GL_FRAMEBUFFER, 0)
    glDeleteRenderbuffers(2, [rb, rbc])
    glDeleteFramebuffers(1, [fbo])

    # Some of the observed image points are nearer than the fitted plane.
    # We want fewer false positives in this case, so take the maximum
    # of either the fitted plane or the observed depth
    background = np.array(depth)
    background[~mask] = 0
    background = np.maximum(background, openglbgHi)

    openglbgLo = openglbgLo.astype(np.uint16)
    background = background.astype(np.uint16)
    background[background >= 5] -= 5  # Reduce false positives even more.

    return dict(bgLo=openglbgLo,
                bgHi=background,
                boundpts=boundpts,
                boundptsM=boundptsM,
                KK=KK,
                Ktable=Ktable)