Aligning VideoOverlayScreen with Mesh camera - unity3d

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

Related

ARKit use Lidar mesh to smooth estimated planes

I'm trying to use ARKit's mesh scene reconstruction (with lidar) data to improve detected plane/geometry detection.
Right now, when pointing to a surface, ARKit gives me a very rough rectangle (far from actual surface's dimension). It happens almost instantly, but still far from the actual shape.
I'm trying to use this plane info, hit detection, and mesh data, to actually draw a smoothed rectangle around the detected surface. I don't expect full code, but rather just some hints of what to do.
Note: I'm using SceneKit (not RealityKit).
This is what I have so far for visualization:
Basically, I want the blue rectangle to better adjust to the real world shape by using the already available mesh data.
instead of using plane extents, use anchor.geometry

Marching cube for Kinect Fusion- Shadow effect

I am doing with the Kinect Fusion and after I got the TSDF volume (450x450x150), I applied the marching cube (isosurface in MATLAB) to display the 3D mesh. However, what I got is shown the the figure. It had long shadow behind the object. So could you tell me what is wrong with my implementation?
(https://i.stack.imgur.com/onaFX.png)
Thank you very much.
If you could provide you Matlab code, it would be great.
I would; however; like to point out that the shadow is because you only have a single depth frame, with values ranging from 0 (no depth data) to the actual data. When constructing the 3D mesh, the surface is created between adjoining points so along the edges of the object it goes from 0 to the actual depth data thereby creating the 'shadows'. There is no workaround for this. Only if you have a 360 degree data and are creating surfaces in 360degrees then you would get a complete figure. with a complete back and front.

Restoring the image of a face's plane

I am using an API to analyze faces in Matlab, where I get for each picture a 3X3 rotation matrix of the face's orientation, telling which direction the head is pointing.
I am trying to normalize the image according to that matrix, so that it will be distorted to get the image of the face's plane. This is something like 'undoing' the projection of the face to the camera plane. For example, if the head is directed a little to the left, it will stretch the left side to (more or less) preserve the face's original proportions.
Tried using 'affine2d' and 'projective2d' with 'imwarp', but it didn't achieve that goal
Achieving your goal with simple tools like affine transformations seems impossible to me since a face is hardly a flat surface. An extreme example: Imagine the camera recording a profile view of someone's head. How are you going to reconstruct the missing half of the face?
There have been successful attempts to change the orientation of faces in images and real-time video, but the methods used are quite complex:
[We] propose a gaze correction method that needs just a
single webcam. We apply recent shape deformation techniques
to generate a 3D face model that matches the user’s face. We
then render a gaze-corrected version of this face model and
seamlessly insert it into the original image.
(Giger et al., https://graphics.ethz.ch/Downloads/Publications/Papers/2014/Gig14a/Gig14a.pdf)

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?