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triangulation.cc
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triangulation.cc
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// Copyright (C) 2013 The Regents of the University of California (Regents).
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// * Neither the name of The Regents or University of California nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Please contact the author of this library if you have any questions.
// Author: Chris Sweeney (cmsweeney@cs.ucsb.edu)
#include "theia/sfm/triangulation/triangulation.h"
#include <Eigen/Core>
#include <Eigen/Eigenvalues>
#include <Eigen/Geometry>
#include <Eigen/QR>
#include <Eigen/SVD>
#include <glog/logging.h>
#include <vector>
#include "theia/matching/feature_correspondence.h"
#include "theia/math/util.h"
#include "theia/sfm/pose/fundamental_matrix_util.h"
#include "theia/sfm/pose/util.h"
namespace theia {
namespace {
using Eigen::Matrix;
using Eigen::MatrixXd;
using Eigen::Matrix3d;
using Eigen::Matrix4d;
using Eigen::Vector2d;
using Eigen::Vector3d;
using Eigen::Vector4d;
// Given either a fundamental or essential matrix and two corresponding images
// points such that ematrix * point2 produces a line in the first image,
// this method finds corrected image points such that
// corrected_point1^t * ematrix * corrected_point2 = 0.
void FindOptimalImagePoints(const Matrix3d& ematrix,
const Vector2d& point1,
const Vector2d& point2,
Vector2d* corrected_point1,
Vector2d* corrected_point2) {
const Vector3d point1_homog = point1.homogeneous();
const Vector3d point2_homog = point2.homogeneous();
// A helper matrix to isolate certain coordinates.
Matrix<double, 2, 3> s_matrix;
s_matrix <<
1, 0, 0,
0, 1, 0;
const Eigen::Matrix2d e_submatrix = ematrix.topLeftCorner<2, 2>();
// The epipolar line from one image point in the other image.
Vector2d epipolar_line1 = s_matrix * ematrix * point2_homog;
Vector2d epipolar_line2 = s_matrix * ematrix.transpose() * point1_homog;
const double a = epipolar_line1.transpose() * e_submatrix * epipolar_line2;
const double b =
(epipolar_line1.squaredNorm() + epipolar_line2.squaredNorm()) / 2.0;
const double c = point1_homog.transpose() * ematrix * point2_homog;
const double d = sqrt(b * b - a * c);
double lambda = c / (b + d);
epipolar_line1 -= e_submatrix * lambda * epipolar_line1;
epipolar_line2 -= e_submatrix.transpose() * lambda * epipolar_line2;
lambda *=
(2.0 * d) / (epipolar_line1.squaredNorm() + epipolar_line2.squaredNorm());
*corrected_point1 = (point1_homog - s_matrix.transpose() * lambda *
epipolar_line1).hnormalized();
*corrected_point2 = (point2_homog - s_matrix.transpose() * lambda *
epipolar_line2).hnormalized();
}
} // namespace
// Triangulates 2 posed views
bool Triangulate(const Matrix3x4d& pose1,
const Matrix3x4d& pose2,
const Vector2d& point1,
const Vector2d& point2,
Vector4d* triangulated_point) {
Matrix3d fmatrix;
FundamentalMatrixFromProjectionMatrices(pose1.data(),
pose2.data(),
fmatrix.data());
Vector2d corrected_point1, corrected_point2;
FindOptimalImagePoints(fmatrix, point1, point2,
&corrected_point1, &corrected_point2);
// Now the two points are guaranteed to intersect. We can use the DLT method
// since it is easy to construct.
return TriangulateDLT(pose1 ,
pose2,
corrected_point1,
corrected_point2,
triangulated_point);
}
// Triangulates a 3D point by determining the closest point between the two
// rays. This method is known to be suboptimal in terms of reprojection error
// but it is extremely fast.
bool TriangulateMidpoint(const std::vector<Vector3d>& ray_origin,
const std::vector<Vector3d>& ray_direction,
Eigen::Vector4d* triangulated_point) {
CHECK_NOTNULL(triangulated_point);
CHECK_GE(ray_origin.size(), 2);
CHECK_EQ(ray_origin.size(), ray_direction.size());
Eigen::Matrix4d A;
A.setZero();
Eigen::Vector4d b;
b.setZero();
for (int i = 0; i < ray_origin.size(); i++) {
const Eigen::Vector4d ray_direction_homog(ray_direction[i].x(),
ray_direction[i].y(),
ray_direction[i].z(),
0);
const Eigen::Matrix4d A_term =
Eigen::Matrix4d::Identity() -
ray_direction_homog * ray_direction_homog.transpose();
A += A_term;
b += A_term * ray_origin[i].homogeneous();
}
Eigen::ColPivHouseholderQR<Eigen::Matrix4d> qr(A);
if (qr.info() != Eigen::Success) {
return false;
}
*triangulated_point = qr.solve(b);
return qr.info() == Eigen::Success;
}
// Triangulates 2 posed views
bool TriangulateDLT(const Matrix3x4d& pose1,
const Matrix3x4d& pose2,
const Vector2d& point1,
const Vector2d& point2,
Vector4d* triangulated_point) {
Matrix4d design_matrix;
design_matrix.row(0) = point1[0] * pose1.row(2) - pose1.row(0);
design_matrix.row(1) = point1[1] * pose1.row(2) - pose1.row(1);
design_matrix.row(2) = point2[0] * pose2.row(2) - pose2.row(0);
design_matrix.row(3) = point2[1] * pose2.row(2) - pose2.row(1);
// Extract nullspace.
*triangulated_point =
design_matrix.jacobiSvd(Eigen::ComputeFullV).matrixV().rightCols<1>();
return true;
}
// Triangulates N views by computing SVD that minimizes the error.
bool TriangulateNViewSVD(const std::vector<Matrix3x4d>& poses,
const std::vector<Vector2d>& points,
Vector4d* triangulated_point) {
CHECK_EQ(poses.size(), points.size());
MatrixXd design_matrix(3 * points.size(), 4 + points.size());
for (int i = 0; i < points.size(); i++) {
design_matrix.block<3, 4>(3 * i, 0) = -poses[i].matrix();
design_matrix.block<3, 1>(3 * i, 4 + i) = points[i].homogeneous();
}
*triangulated_point = design_matrix.jacobiSvd(Eigen::ComputeFullV)
.matrixV()
.rightCols<1>()
.head(4);
return true;
}
bool TriangulateNView(const std::vector<Matrix3x4d>& poses,
const std::vector<Vector2d>& points,
Vector4d* triangulated_point) {
CHECK_EQ(poses.size(), points.size());
Matrix4d design_matrix = Matrix4d::Zero();
for (int i = 0; i < points.size(); i++) {
const Vector3d norm_point = points[i].homogeneous().normalized();
const Eigen::Matrix<double, 3, 4> cost_term =
poses[i].matrix() -
norm_point * norm_point.transpose() * poses[i].matrix();
design_matrix = design_matrix + cost_term.transpose() * cost_term;
}
Eigen::SelfAdjointEigenSolver<Matrix4d> eigen_solver(design_matrix);
*triangulated_point = eigen_solver.eigenvectors().col(0);
return eigen_solver.info() == Eigen::Success;
}
bool IsTriangulatedPointInFrontOfCameras(
const FeatureCorrespondence& correspondence,
const Matrix3d& rotation,
const Vector3d& position) {
const Vector3d dir1 = correspondence.feature1.homogeneous();
const Vector3d dir2 =
rotation.transpose() * correspondence.feature2.homogeneous();
const double dir1_sq = dir1.squaredNorm();
const double dir2_sq = dir2.squaredNorm();
const double dir1_dir2 = dir1.dot(dir2);
const double dir1_pos = dir1.dot(position);
const double dir2_pos = dir2.dot(position);
return (dir2_sq * dir1_pos - dir1_dir2 * dir2_pos > 0 &&
dir1_dir2 * dir1_pos - dir1_sq * dir2_pos > 0);
}
// Returns true if the triangulation angle between any two observations is
// sufficient.
bool SufficientTriangulationAngle(
const std::vector<Eigen::Vector3d>& ray_directions,
const double min_triangulation_angle_degrees) {
// Test that the angle between the rays is sufficient.
const double cos_of_min_angle =
cos(DegToRad(min_triangulation_angle_degrees));
for (int i = 0; i < ray_directions.size(); i++) {
for (int j = i + 1; j < ray_directions.size(); j++) {
if (ray_directions[i].dot(ray_directions[j]) < cos_of_min_angle) {
return true;
}
}
}
return false;
}
} // namespace theia