ARKit – How to detect the colour of specific feature point in sceneView? - swift

I would like to get the colour of the detected world object at a specific feature point in the sceneView. For example, I have a feature point detected at (x:10, y:10, z:10).
How do I get the colour of the object/ surface at this position?

At the moment it's not possible to get a colour of a real-world object under feature point using ARKit methods (the same way like you saw in many compositing apps). There's no ARKit method allowing you multiply an Alpha of a feature point by RGB value of corresponding pixel in a video stream.
.showFeaturePoints is an extended debug option ARSCNDebugOptions for an ARSCNView. This option just allow you to show detected 3D feature points in the world.
#available(iOS 11.0, *)
public static let showFeaturePoints: SCNDebugOptions
But I'm sure that you can try to apply a CIFilter to ARKit camera feed containing feature points.
Feature points in your scene are yellow, so you can use Chroma Key Effect to extract an Alpha channel. Then you need to multiply this Alpha by RGB from camera. So you'll get color-coded feature points.
You can alternatively use a CIDifferenceBlendMode op from Core Image Compositing Operations. You need two sources – one with feature points and another without them. Then you have to modify this result of Difference op and assign it to Alpha channel before multiplication.

Related

Aligning VideoOverlayScreen with Mesh camera

How do you properly place the Video overlay on the back of a meshing camera, so that the mesh generated matches what's seen in the video?
(Using Unity 5.2.1f3)
I think there are two important parts needed in order to make sure the video overlay align with the mesh:
The render camera's projection matrix
You have to make sure the projection matrix of your render camera matches the projection matrix of the physical camera. That requires a customized projection matrix calculated based on Tango color camera's intrinsics value. Here is a snippet of sample code doing that (quoted from tango unity example). After the projection matrix is matched, the image you see will be aligned with the meshes.
Timestampe synchronization.
To be more precise on the rendering, you might want to do a synchronization between the point cloud, color camera, and the pose. To do that, you will need to query a pose based on color camera's update timestamp. Each time you received a point cloud, you need to transform the points to the color camera frame, because the point cloud is received in different timestamp. Then use the transformed point cloud to do the mesh reconstruction. Put it in a matrix equation:
P_color = inverse(ss_T_color) * ss_T_depth* P_depth

how to measure distance and centroid of moving object with Matlab stereo computer vision?

Which Matlab functions or examples should be used to (1) track distance from moving object to stereo (binocular) cameras, and (2) track centroid (X,Y,Z) of moving objects, ideally in the range of 0.6m to 6m. from cameras?
I've used the Matlab example that uses the PeopleDetector function, but this becomes inaccurate when a person is within 2m. because it begins clipping heads and legs.
The first thing that you need deal with, is in how detect the object of interest (I suppose you have resolved this issue). There are a lot of approaches of how to detect moving objects. If your cameras will stand in a fix position you can work only with one camera and use some background subtraction to get the objects that appear in the scene (Some info here). If your cameras are are moving, I think the best approach is to work with optical flow of the two cameras (instead to use a previous frame to get the flow map, the stereo pair images are used to get the optical flow map in each fame).
In MatLab, there is an option called disparity computation, this could help you to try to detect the objects in scene, after this you need to add a stage to extract the objects of your interest, you can use some thresholds. Once you have the desired objects, you need to put them in a binary mask. In this mask you can use some image momentum (Check this and this) extractor to calculate the centroids. If the images in the binary mask look noissy you can use some morphological operations to improve the reults (watch this).

Detecting shape from the predefined shape and cropping the background

I have several images of the pugmark with lots of irrevelant background region. I cannot do intensity based algorithms to seperate background from the foreground.
I have tried several methods. one of them is detecting object in Homogeneous Intensity image
but this is not working with rough texture images like
http://img803.imageshack.us/img803/4654/p1030076b.jpg
http://imageshack.us/a/img802/5982/cub1.jpg
http://imageshack.us/a/img42/6530/cub2.jpg
Their could be three possible methods :
1) if i can reduce the roughness factor of the image and obtain the more smoother texture i.e more flat surface.
2) if i could detect the pugmark like shape in these images by defining rough pugmark shape in the database and then removing the background to obtain image like http://i.imgur.com/W0MFYmQ.png
3) if i could detect the regions with depth and separating them from the background based on difference in their depths.
please tell if any of these methods would work and if yes then how to implement them.
I have a hunch that this problem could benefit from using polynomial texture maps.
See here: http://www.hpl.hp.com/research/ptm/
You might want to consider top-down information in the process. See, for example, this work.
Looks like you're close enough from the pugmark, so I think that you should be able to detect pugmarks using Viola Jones algorithm. Maybe a PCA-like algorithm such as Eigenface would work too, even if you're not trying to recognize a particular pugmark it still can be used to tell whether or not there is a pugmark in the image.
Have you tried edge detection on your image ? I guess it should be possible to finetune Canny edge detector thresholds in order to get rid of the noise (if it's not good enough, low pass filter your image first), then do shape recognition on what remains (you would then be in the field of geometric feature learning and structural matching) Viola Jones and possibly PCA-like algorithm would be my first try though.

Calculating corresponding pixels

I have a computer vision set up with two cameras. One of this cameras is a time of flight camera. It gives me the depth of the scene at every pixel. The other camera is standard camera giving me a colour image of the scene.
We would like to use the depth information to remove some areas from the colour image. We plan on object, person and hand tracking in the colour image and want to remove far away background pixel with the help of the time of flight camera. It is not sure yet if the cameras can be aligned in a parallel set up.
We could use OpenCv or Matlab for the calculations.
I read a lot about rectification, Epipolargeometry etc but I still have problems to see the steps I have to take to calculate the correspondence for every pixel.
What approach would you use, which functions can be used. In which steps would you divide the problem? Is there a tutorial or sample code available somewhere?
Update We plan on doing an automatic calibration using known markers placed in the scene
If you want robust correspondences, you should consider SIFT. There are several implementations in MATLAB - I use the Vedaldi-Fulkerson VL Feat library.
If you really need fast performance (and I think you don't), you should think about using OpenCV's SURF detector.
If you have any other questions, do ask. This other answer of mine might be useful.
PS: By correspondences, I'm assuming you want to find the coordinates of a projection of the same 3D point on both your images - i.e. the coordinates (i,j) of a pixel u_A in Image A and u_B in Image B which is a projection of the same point in 3D.

Screen-to-World coordinate conversion in OpenGLES an easy task?

The Screen-to-world problem on the iPhone
I have a 3D model (CUBE) rendered in an EAGLView and I want to be able to detect when I am touching the center of a given face (From any orientation angle) of the cube. Sounds pretty easy but it is not...
The problem:
How do I accurately relate screen-coordinates (touch point) to world-coordinates (a location in OpenGL 3D space)? Sure, converting a given point into a 'percentage' of the screen/world-axis might seem the logical fix, but problems would arise when I need to zoom or rotate the 3D space. Note: rotating & zooming in and out of the 3D space will change the relationship of the 2D screen coords with the 3D world coords...Also, you'd have to allow for 'distance' in between the viewpoint and objects in 3D space. At first, this might seem like an 'easy task', but that changes when you actually examine the requirements. And I've found no examples of people doing this on the iPhone. How is this normally done?
An 'easy' task?:
Sure, one might undertake the task of writing an API to act as a go-between between screen and world, but the task of creating such a framework would require some serious design and would likely take 'time' to do -- NOT something that can be one-manned in 4 hours...And 4 hours happens to be my deadline.
The question:
What are some of the simplest ways to
know if I touched specific locations
in 3D space in the iPhone OpenGL ES
world?
You can now find gluUnProject in http://code.google.com/p/iphone-glu/. I've no association with the iphone-glu project and haven't tried it yet myself, just wanted to share the link.
How would you use such a function? This PDF mentions that:
The Utility Library routine gluUnProject() performs this reversal of the transformations. Given the three-dimensional window coordinates for a location and all the transformations that affected them, gluUnProject() returns the world coordinates from where it originated.
int gluUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
const GLdouble modelMatrix[16], const GLdouble projMatrix[16],
const GLint viewport[4], GLdouble *objx, GLdouble *objy, GLdouble *objz);
Map the specified window coordinates (winx, winy, winz) into object coordinates, using transformations defined by a modelview matrix (modelMatrix), projection matrix (projMatrix), and viewport (viewport). The resulting object coordinates are returned in objx, objy, and objz. The function returns GL_TRUE, indicating success, or GL_FALSE, indicating failure (such as an noninvertible matrix). This operation does not attempt to clip the coordinates to the viewport or eliminate depth values that fall outside of glDepthRange().
There are inherent difficulties in trying to reverse the transformation process. A two-dimensional screen location could have originated from anywhere on an entire line in three-dimensional space. To disambiguate the result, gluUnProject() requires that a window depth coordinate (winz) be provided and that winz be specified in terms of glDepthRange(). For the default values of glDepthRange(), winz at 0.0 will request the world coordinates of the transformed point at the near clipping plane, while winz at 1.0 will request the point at the far clipping plane.
Example 3-8 (again, see the PDF) demonstrates gluUnProject() by reading the mouse position and determining the three-dimensional points at the near and far clipping planes from which it was transformed. The computed world coordinates are printed to standard output, but the rendered window itself is just black.
In terms of performance, I found this quickly via Google as an example of what you might not want to do using gluUnProject, with a link to what might lead to a better alternative. I have absolutely no idea how applicable it is to the iPhone, as I'm still a newb with OpenGL ES. Ask me again in a month. ;-)
You need to have the opengl projection and modelview matrices. Multiply them to gain the modelview projection matrix. Invert this matrix to get a matrix that transforms clip space coordinates into world coordinates. Transform your touch point so it corresponds to clip coordinates: the center of the screen should be zero, while the edges should be +1/-1 for X and Y respectively.
construct two points, one at (0,0,0) and one at (touch_x,touch_y,-1) and transform both by the inverse modelview projection matrix.
Do the inverse of a perspective divide.
You should get two points describing a line from the center of the camera into "the far distance" (the farplane).
Do picking based on simplified bounding boxes of your models. You should be able to find ray/box intersection algorithms aplenty on the web.
Another solution is to paint each of the models in a slightly different color into an offscreen buffer and reading the color at the touch point from there, telling you which brich was touched.
Here's source for a cursor I wrote for a little project using bullet physics:
float x=((float)mpos.x/screensize.x)*2.0f -1.0f;
float y=((float)mpos.y/screensize.y)*-2.0f +1.0f;
p2=renderer->camera.unProject(vec4(x,y,1.0f,1));
p2/=p2.w;
vec4 pos=activecam.GetView().col_t;
p1=pos+(((vec3)p2 - (vec3)pos) / 2048.0f * 0.1f);
p1.w=1.0f;
btCollisionWorld::ClosestRayResultCallback rayCallback(btVector3(p1.x,p1.y,p1.z),btVector3(p2.x,p2.y,p2.z));
game.dynamicsWorld->rayTest(btVector3(p1.x,p1.y,p1.z),btVector3(p2.x,p2.y,p2.z), rayCallback);
if (rayCallback.hasHit())
{
btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
if(body==game.worldBody)
{
renderer->setHighlight(0);
}
else if (body)
{
Entity* ent=(Entity*)body->getUserPointer();
if(ent)
{
renderer->setHighlight(dynamic_cast<ModelEntity*>(ent));
//cerr<<"hit ";
//cerr<<ent->getName()<<endl;
}
}
}
Imagine a line that extends from the viewer's eye
through the screen touch point into your 3D model space.
If that line intersects any of the cube's faces, then the user has touched the cube.
Two solutions present themselves. Both of them should achieve the end goal, albeit by a different means: rather than answering "what world coordinate is under the mouse?", they answer the question "what object is rendered under the mouse?".
One is to draw a simplified version of your model to an off-screen buffer, rendering the center of each face using a distinct color (and adjusting the lighting so color is preserved identically). You can then detect those colors in the buffer (e.g. pixmap), and map mouse locations to them.
The other is to use OpenGL picking. There's a decent-looking tutorial here. The basic idea is to put OpenGL in select mode, restrict the viewport to a small (perhaps 3x3 or 5x5) window around the point of interest, and then render the scene (or a simplified version of it) using OpenGL "names" (integer identifiers) to identify the components making up each face. At the end of this process, OpenGL can give you a list of the names that were rendered in the selection viewport. Mapping these identifiers back to original objects will let you determine what object is under the mouse cursor.
Google for opengl screen to world (for example there’s a thread where somebody wants to do exactly what you are looking for on GameDev.net). There is a gluUnProject function that does precisely this, but it’s not available on iPhone, so that you have to port it (see this source from the Mesa project). Or maybe there’s already some publicly available source somewhere?