<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>More Than Technical &#187; vision</title>
	<atom:link href="http://www.morethantechnical.com/category/vision/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.morethantechnical.com</link>
	<description>On software, code, the internet and more.</description>
	<lastBuildDate>Mon, 06 Feb 2012 23:48:17 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=</generator>
<atom:link rel="hub" href="http://pubsubhubbub.appspot.com"/><atom:link rel="hub" href="http://superfeedr.com/hubbub"/>		<item>
		<title>Structure from Motion and 3D reconstruction on the easy in OpenCV 2.3+ [w/ code]</title>
		<link>http://www.morethantechnical.com/2012/02/07/structure-from-motion-and-3d-reconstruction-on-the-easy-in-opencv-2-3-w-code/</link>
		<comments>http://www.morethantechnical.com/2012/02/07/structure-from-motion-and-3d-reconstruction-on-the-easy-in-opencv-2-3-w-code/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 23:48:17 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Recommended]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[Website]]></category>
		<category><![CDATA[fundamental]]></category>
		<category><![CDATA[matrix]]></category>
		<category><![CDATA[motion]]></category>
		<category><![CDATA[reconstruction]]></category>
		<category><![CDATA[sfm]]></category>
		<category><![CDATA[structure]]></category>
		<category><![CDATA[triangulation]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=998</guid>
		<description><![CDATA[Hello This time I&#8217;ll discuss a basic implementation of a Structure from Motion method, following the steps Hartley and Zisserman show in &#8220;The Bible&#8221; book: &#8220;Multiple View Geometry&#8221;. I will show how simply their linear method can be implemented in OpenCV. I treat this as a kind of tutorial, or a toy example, of how [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-06-at-6.44.42-PM.png" rel="lightbox[998]"><img class="alignleft size-medium wp-image-1064" title="SfM toy example" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-06-at-6.44.42-PM-300x71.png" alt="" width="300" height="71" /></a>Hello<br />
This time I&#8217;ll discuss a basic implementation of a Structure from Motion method, following the steps Hartley and Zisserman show in &#8220;The Bible&#8221; book: &#8220;Multiple View Geometry&#8221;. I will show how simply their linear method can be implemented in OpenCV.</p>
<p>I treat this as a kind of tutorial, or a toy example, of how to perform Structure from Motion in OpenCV.</p>
<p>Let&#8217;s get down to business&#8230;<br />
<span id="more-998"></span></p>
<h2>Getting a motion map</h2>
<p>The basic thing when doing reconstruction from pairs of images, is that you know the motion: How much &#8220;a pixel has moved&#8221; from one image to the other. This gives you the ability to reconstruct it&#8217;s distance from the camera(s). So our first goal is to try and understand that from a pair of two images.</p>
<p>In calibrated horizontal stereo rigs this is called <em>Disparity</em>, and it refers to the horizontal motion of a pixel. And OpenCV actually has some very good tools to recover horizontal disparity, that can be seen in this <a href="https://code.ros.org/svn/opencv/trunk/opencv/samples/cpp/stereo_match.cpp" target="_blank">sample</a>.</p>
<p>But in our case we don&#8217;t have a calibrated rig as we are doing monocular (one camera) depth reconstruction, or in other words: <em>Structure from motion</em>.</p>
<p>You can go about getting a motion map in many different ways, but two canonical ways are: optical flow and feature matching.<br />
Also, I will stick to what OpenCV has to offer, but obviously there is a whole lot of work.</p>
<div id="attachment_1051" class="wp-caption aligncenter" style="width: 562px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.52.31-AM.png" rel="lightbox[998]"><img class="size-full wp-image-1051 " title="Input Images" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.52.31-AM.png" alt="" width="552" height="209" /></a><p class="wp-caption-text">Input pair of images, rotation and translation is unknown</p></div>
<h4>Optical Flow</h4>
<p>In optical flow you basically try to &#8220;track the pixels&#8221; from image 1 to 2, usually assuming a pixel can move only within a certain <em>window</em> in which you will search. OpenCV offers some ways to do optical flow, but I will focus on the newer and nicer one: Farenback&#8217;s method for dense optical flow.<br />
The word <em>dense</em> means we look for the motion for <em>every pixel in the image</em>. This is usually costly, but Farneback&#8217;s method is linear which is easy to solve, and they have a rocking implementation of it in OpenCV so it basically flies.<br />
Running the function on two images will provide a motion map, however my experiments show that this map is wrong in a fair bit of the times&#8230; To cope with that, I am doing an iterative operation, also leveraging the fact the this OF method can use an initial guess.<br />
An example of using Farneback method exists in the samples directory of OpenCV&#8217;s repo: <a href="https://code.ros.org/svn/opencv/trunk/opencv/samples/cpp/fback.cpp" target="_blank">here</a>.</p>
<div id="attachment_1050" class="wp-caption aligncenter" style="width: 334px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.52.04-AM.png" rel="lightbox[998]"><img class="size-full wp-image-1050" title="Screen shot 2012-02-05 at 12.52.04 AM" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.52.04-AM.png" alt="" width="324" height="266" /></a><p class="wp-caption-text">Dense O-F using Farneback</p></div>
<h4>Feature Matching</h4>
<p>The other way of getting motion is matching features between the two images.<br />
In each image we extract salient features and invariant descriptors, and then match the two sets of features.<br />
It&#8217;s very easily done in OpenCV and widely covered by <a href="https://code.ros.org/svn/opencv/trunk/opencv/samples/cpp/matcher_simple.cpp" target="_blank">examples</a> and <a href="http://opencv.itseez.com/doc/tutorials/features2d/table_of_content_features2d/table_of_content_features2d.html" target="_blank">tutorials</a>.<br />
This method however, will not provide a dense motion map. It will provide a very sparse one at best&#8230; so that depth reconstruction will also be sparse. We may talk about how to overcome that by hacking some segmentation methods, like superpixels and graph-cuts, in a different post.</p>
<div id="attachment_1049" class="wp-caption aligncenter" style="width: 653px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.51.34-AM.png" rel="lightbox[998]"><img class="size-full wp-image-1049" title="Screen shot 2012-02-05 at 12.51.34 AM" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.51.34-AM.png" alt="" width="643" height="264" /></a><p class="wp-caption-text">SURF features matching, with Fundamental matrix pruning via RANSAC</p></div>
<h4>A hybrid method</h4>
<p>Another way that I am working on to get motion is a hybrid between Feature Matching and Optical Flow.<br />
Basically the idea is to perform feature matching at first, and then O-F. When the motion is big, and features move quite a lot in the image, O-F sometimes fails (because pixel movement is usually confined to a search window).<br />
After we get features pairs, we can try to recover a global movement in the image. We use that movement as an initial guess for O-F.</p>
<div id="attachment_1052" class="wp-caption aligncenter" style="width: 333px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.51.50-AM.png" rel="lightbox[998]"><img class="size-full wp-image-1052" title="Rigid transform flow" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-12.51.50-AM.png" alt="" width="323" height="265" /></a><p class="wp-caption-text">The rigid transform flow recovered from sparse feature matching</p></div>
<h2>Estimating Motion</h2>
<p>Once we have a motion map between the two images, it should pose no problem to recover the motion of the camera. The motion is described in the 3&#215;4 matrix P, which is combined of two elements: P = [R|t], which are the Rotational element R and Translational element t.<br />
H&amp;Z give us a bunch of ways of recovering the P matrices for both cameras in Chapter 9 of their book. The central method being &#8211; using the <a href="http://en.wikipedia.org/wiki/Fundamental_matrix_(computer_vision)" target="_blank">Fundamental Matrix</a>. This special 3&#215;3 matrix encodes the epipolar constraint between the images, to put simply: for each point x in image 1 and corresponding point x&#8217; in image 2 the following equation holds: x&#8217;Fx = 0.<br />
How does that help us? Well H&amp;Z also prove that if you have F, you can infer the two P matrices. And, if you have (sufficient) point matches between images, which we have, you can find F! Hurray!<br />
This is simply visible in the linear sense. F has 9 entries (but only 8 degrees of freedom), so if we have enough point pairs, we can solve for F in a least squares sense. But&#8230; F is better estimated in a more robust way, and OpenCV takes care of all of this for us in the function <a href="http://opencv.itseez.com/modules/calib3d/doc/camera_calibration_and_3d_reconstruction.html?highlight=findfundamentalmat#findfundamentalmat" target="_blank">findFundamentalMat</a>. There are several methods for recovering F there, linear and non-linear.<br />
However, H&amp;Z also point to a problem with using F right away &#8211; projective ambiguity. This means that the recovered camera matrices may not be the &#8220;real&#8221; ones, but instead have gone through some 3D projective transformation. To cope with this, we will use the <a href="http://en.wikipedia.org/wiki/Essential_matrix" target="_blank">Essential Matrix</a> instead, which is sort of the same thing (holds epiploar constraint over points) but for calibrated cameras. Using the Essential matrix removes the projective ambiguity and provides a Metric (or Singular) Reconstruction, which means the 3D points are true up to scaling alone, and not up to a projective transformation.</p>
<pre class="brush: plain; title: ; notranslate">
cv::FileStorage fs;
fs.open(&quot;camera_calibration.yml&quot;,cv::FileStorage::READ);
fs[&quot;camera_matrix&quot;]&gt;&gt;K;

Mat F = findFundamentalMat(imgpts1, imgpts2, FM_RANSAC, 0.1, 0.99, status);
Mat E = K.t() * F * K; //according to HZ (9.12)
</pre>
<p>Now let&#8217;s assume one camera is P = [I|0], meaning it hasn&#8217;t moved or rotated, getting the second camera matrix, P&#8217; = [R|t], is done as follows:</p>
<pre class="brush: plain; title: ; notranslate">
SVD svd(E);
Matx33d W(0,-1,0,	//HZ 9.13
	  1,0,0,
	  0,0,1);
Matx33d Winv(0,1,0,
	 -1,0,0,
	 0,0,1);
Mat_ R = svd.u * Mat(W) * svd.vt; //HZ 9.19
Mat_ t = svd.u.col(2); //u3
P1 = Matx34d(R(0,0),	R(0,1),	R(0,2),	t(0),
		 R(1,0),	R(1,1),	R(1,2),	t(1),
		 R(2,0),	R(2,1),	R(2,2), t(2));
</pre>
<p>Looks good, now let&#8217;s move on to reconstruction.</p>
<h2>Reconstruction via Triangulation</h2>
<p>Once we have two camera matrices, P and P&#8217;, we can recover the 3D structure of the scene. This can be seen simply if we think about it using ray intersection. We have two points in space of the camera centers (one in 0,0,0 and one in t), and we have the location in space of a point both on the image plane of image 1 and on the image plane of image 2. If we simply shoot a ray from from one camera center through the respective point and another ray from the other camera &#8211; the intersection of the two rays must be the real location of the object in space.<br />
In real life, none of that works. The rays usually will not intersect (so H&amp;Z refer to the mid-point algorithm, which they dismiss as a bad choice), and ray intersection in general is inferior to other triangulation methods.<br />
H&amp;Z go on to describe their &#8220;optimal&#8221; triangulation method, which optimizes the solution based on the error from reprojection of the points back to the image plane.<br />
I have implemented the linear triangulation methods they present, and wrote a post about it not long ago: <a title="http://www.morethantechnical.com/2012/01/04/simple-triangulation-with-opencv-from-harley-zisserman-w-code/" href="http://www.morethantechnical.com/2012/01/04/simple-triangulation-with-opencv-from-harley-zisserman-w-code/" target="_blank">Here</a>.<br />
I also added the Iterative Least Squares method that Hartley presented in his article &#8220;<a href="http://users.cecs.anu.edu.au/~hartley/Papers/triangulation/triangulation.pdf" target="_blank">Triangulation</a>&#8220;, which is said to perform very good and very fast.</p>
<div id="attachment_1056" class="wp-caption aligncenter" style="width: 333px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-1.22.59-AM.png" rel="lightbox[998]"><img class="size-full wp-image-1056" title="depth map" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-1.22.59-AM.png" alt="" width="323" height="263" /></a><p class="wp-caption-text">&quot;Depth Map&quot;</p></div>
<div id="attachment_1057" class="wp-caption aligncenter" style="width: 576px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-1.23.36-AM.png" rel="lightbox[998]"><img class="size-full wp-image-1057" title="reconstruction" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-1.23.36-AM.png" alt="" width="566" height="349" /></a><p class="wp-caption-text">3D reconstruction</p></div>
<p>A word of notice, many many times the reconstruction will fail because the Fundamental matrix came out wrong. The results will just look aweful, and nothing like a true reconstruction. To cope with this, you may want to insert a check that will make sure the two P matrices are not completely bogus (you could check for a reasonable rotation for example). If the P matrices, that are derived from the F matrix, are strange, then you can discard this F matrix and compute a new one.</p>
<div id="attachment_1063" class="wp-caption aligncenter" style="width: 330px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-06-at-6.42.02-PM.png" rel="lightbox[998]"><img class="size-full wp-image-1063" title="Bad reconstruction" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-06-at-6.42.02-PM.png" alt="" width="320" height="263" /></a><p class="wp-caption-text">Example of when things go bad...</p></div>
<h2>Toolbox and Framework</h2>
<p>I created a small toolbox of the various methods I spoke about in this post, and created a very simple UI. It basically allows you to load two images and then try the different methods on them and get the results.<br />
It&#8217;s using FLTK3 for the GUI, and PCL (VTK backend) for visualization of the result 3D point cloud.<br />
It also includes a few classes with a simple API that let&#8217;s you get the features matches, motion map, camera matrices from the motion, and finally the 3D point cloud.</p>
<div id="attachment_1055" class="wp-caption aligncenter" style="width: 525px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-1.10.47-AM.png" rel="lightbox[998]"><img class=" wp-image-1055  " title="SfM GUI" src="http://www.morethantechnical.com/wp-content/uploads/2012/02/Screen-shot-2012-02-05-at-1.10.47-AM.png" alt="" width="515" height="156" /></a><p class="wp-caption-text">FLTK GUI</p></div>
<h2>Code &amp; Where to go next</h2>
<p>The code, as usual, is up for grabs at github:</p>
<pre><a title="Github repo" href="https://github.com/royshil/SfM-Toy-Library" target="_blank">https://github.com/royshil/SfM-Toy-Library</a></pre>
<p>Now, that have a firm grasp of SfM <img src='http://www.morethantechnical.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  you can go on to visit the following projects, which implement a much more robust solution:</p>
<p><a title="http://phototour.cs.washington.edu/bundler/" href="http://phototour.cs.washington.edu/bundler/" target="_blank">http://phototour.cs.washington.edu/bundler/</a><br />
<a title="http://code.google.com/p/libmv/" href="http://code.google.com/p/libmv/" target="_blank">http://code.google.com/p/libmv/</a><br />
<a title="http://www.cs.washington.edu/homes/ccwu/vsfm/" href="http://www.cs.washington.edu/homes/ccwu/vsfm/" target="_blank">http://www.cs.washington.edu/homes/ccwu/vsfm/</a></p>
<p>And Wikipedia points to some interesting libraries and code as well: <a href="http://en.wikipedia.org/wiki/Structure_from_motion" target="_blank">http://en.wikipedia.org/wiki/Structure_from_motion</a></p>
<p>Enjoy!</p>
<p>Roy.</p>
<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.morethantechnical.com%2F2012%2F02%2F07%2Fstructure-from-motion-and-3d-reconstruction-on-the-easy-in-opencv-2-3-w-code%2F&amp;title=Structure%20from%20Motion%20and%203D%20reconstruction%20on%20the%20easy%20in%20OpenCV%202.3%2B%20%5Bw%2F%20code%5D" id="wpa2a_2"><img src="http://www.morethantechnical.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2012/02/07/structure-from-motion-and-3d-reconstruction-on-the-easy-in-opencv-2-3-w-code/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Simple triangulation with OpenCV from Harley &amp; Zisserman [w/ code]</title>
		<link>http://www.morethantechnical.com/2012/01/04/simple-triangulation-with-opencv-from-harley-zisserman-w-code/</link>
		<comments>http://www.morethantechnical.com/2012/01/04/simple-triangulation-with-opencv-from-harley-zisserman-w-code/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 01:07:11 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[school]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[pcl]]></category>
		<category><![CDATA[reconstruction]]></category>
		<category><![CDATA[triangulation]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=1023</guid>
		<description><![CDATA[Easily using OpenCV 2.3+ to triangulate points from known camera matrices and point sets.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.morethantechnical.com/wp-content/uploads/2012/01/screenshot-1325526702.png" rel="lightbox[1023]"><img src="http://www.morethantechnical.com/wp-content/uploads/2012/01/screenshot-1325526702-150x150.png" alt="" title="Triangulated" width="150" height="150" class="alignleft size-thumbnail wp-image-1031" /></a>Hi<br />
I sense that a lot of people are looking for a simple triangulation method with OpenCV, when they have two images and matching features.<br />
While OpenCV contains the function cvTriangulatePoints in the triangulation.cpp file, it is not documented, and uses the arcane C API.<br />
Luckily, Hartley and Zisserman describe in their excellent book &#8220;Multiple View Geometry&#8221; (in many cases considered to be &#8220;The Bible&#8221; of 3D reconstruction), a simple method for linear triangulation. This method is actually discussed earlier in Hartley&#8217;s article &#8220;<a href="http://users.cecs.anu.edu.au/~hartley/Papers/triangulation/triangulation.pdf" target="_blank">Triangulation</a>&#8220;.<br />
I implemented it using the new OpenCV 2.3+ C++ API, which makes it super easy, and here it is before you.</p>
<p><span id="more-1023"></span></p>
<p>The thing about triangulation is that you need to know the extrinsic parameters of your cameras &#8211; the difference in location and rotation between them.<br />
To get the camera matrices&#8230; that&#8217;s a different story that I&#8217;m going to cover shortly in a tutorial (already in writing) about Structure from Motion.</p>
<p>But let&#8217;s assume that we already have the extrinsic matrices. In most cases, where you know what the motion is (you took the pictures <img src='http://www.morethantechnical.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> , you can just write the matrices explicitly.</p>
<h2>Linear Triangulation</h2>
<pre class="brush: plain; title: ; notranslate">
/**
 From &quot;Triangulation&quot;, Hartley, R.I. and Sturm, P., Computer vision and image understanding, 1997
 */
Mat_ LinearLSTriangulation(Point3d u,		//homogenous image point (u,v,1)
				   Matx34d P,		//camera 1 matrix
				   Point3d u1,		//homogenous image point in 2nd camera
				   Matx34d P1		//camera 2 matrix
								   )
{
	//build matrix A for homogenous equation system Ax = 0
	//assume X = (x,y,z,1), for Linear-LS method
	//which turns it into a AX = B system, where A is 4x3, X is 3x1 and B is 4x1
	Matx43d A(u.x*P(2,0)-P(0,0),	u.x*P(2,1)-P(0,1),		u.x*P(2,2)-P(0,2),
		  u.y*P(2,0)-P(1,0),	u.y*P(2,1)-P(1,1),		u.y*P(2,2)-P(1,2),
		  u1.x*P1(2,0)-P1(0,0), u1.x*P1(2,1)-P1(0,1),	u1.x*P1(2,2)-P1(0,2),
		  u1.y*P1(2,0)-P1(1,0), u1.y*P1(2,1)-P1(1,1),	u1.y*P1(2,2)-P1(1,2)
			  );
	Mat_ B = (Mat_(4,1) &lt;&lt;	-(u.x*P(2,3)	-P(0,3)),
					  -(u.y*P(2,3)	-P(1,3)),
					  -(u1.x*P1(2,3)	-P1(0,3)),
					  -(u1.y*P1(2,3)	-P1(1,3)));

	Mat_ X;
	solve(A,B,X,DECOMP_SVD);

	return X;
}
</pre>
<p>This method relies very simply on the principle that every 2D point in image plane coordinates is a projection of the real 3D point. So if you have two views, you can set up an overdetermined linear equation system to solve for the 3D position.</p>
<p>See how simple defining a Matx43d struct from scratch and using it in solve(..) is?<br />
I tried doing some more fancy stuff with Mat.row(i) and Mat.col(i), trying to stick to Hartley&#8217;s description of the A matrix, but it just didn&#8217;t work.</p>
<h2>Using it</h2>
<p>Using this method is easy:</p>
<pre class="brush: plain; title: ; notranslate">
//Triagulate points
void TriangulatePoints(const vector&amp; pt_set1,
					   const vector&amp; pt_set2,
					   const Mat&amp; Kinv,
					   const Matx34d&amp; P,
					   const Matx34d&amp; P1,
					   vector&amp; pointcloud,
					   vector&amp; correspImg1Pt)
{
#ifdef __SFM__DEBUG__
	vector depths;
#endif

	pointcloud.clear();
	correspImg1Pt.clear();

	cout &lt;&lt; &quot;Triangulating...&quot;;
	double t = getTickCount();
	unsigned int pts_size = pt_set1.size();
#pragma omp parallel for
	for (unsigned int i=0; i		Point2f kp = pt_set1[i];
		Point3d u(kp.x,kp.y,1.0);
		Mat_ um = Kinv * Mat_(u);
		u = um.at(0);
		Point2f kp1 = pt_set2[i];
		Point3d u1(kp1.x,kp1.y,1.0);
		Mat_ um1 = Kinv * Mat_(u1);
		u1 = um1.at(0);

		Mat_ X = IterativeLinearLSTriangulation(u,P,u1,P1);

//		if(X(2) &gt; 6 || X(2) &lt; 0) continue;

#pragma omp critical
		{
			pointcloud.push_back(Point3d(X(0),X(1),X(2)));
			correspImg1Pt.push_back(pt_set1[i]);
#ifdef __SFM__DEBUG__
			depths.push_back(X(2));
#endif
		}
	}
	t = ((double)getTickCount() - t)/getTickFrequency();
	cout &lt;&lt; &quot;Done. (&quot;&lt;
	//show &quot;range image&quot;
#ifdef __SFM__DEBUG__
	{
		double minVal,maxVal;
		minMaxLoc(depths, &amp;minVal, &amp;maxVal);
		Mat tmp(240,320,CV_8UC3); //cvtColor(img_1_orig, tmp, CV_BGR2HSV);
		for (unsigned int i=0; i			double _d = MAX(MIN((pointcloud[i].z-minVal)/(maxVal-minVal),1.0),0.0);
			circle(tmp, correspImg1Pt[i], 1, Scalar(255 * (1.0-(_d)),255,255), CV_FILLED);
		}
		cvtColor(tmp, tmp, CV_HSV2BGR);
		imshow(&quot;out&quot;, tmp);
		waitKey(0);
		destroyWindow(&quot;out&quot;);
	}
#endif
}
</pre>
<p>Note that you must have the camera matrix K (a 3&#215;3 matrix of the intrinsic parameters), or rather it&#8217;s inverse, noted here as Kinv.</p>
<h2>Results and some discussion</h2>
<p><a href="http://www.morethantechnical.com/wp-content/uploads/2012/01/ER_15_12_2011_06_06_23.jpg" rel="lightbox[1023]"><img class="wp-image-1026 " title="Left image" src="http://www.morethantechnical.com/wp-content/uploads/2012/01/ER_15_12_2011_06_06_23-300x225.jpg" alt="" width="240" height="180" /></a><a href="http://www.morethantechnical.com/wp-content/uploads/2012/01/ER_15_12_2011_06_06_35.jpg" rel="lightbox[1023]"><img class="wp-image-1027 " title="Right image" src="http://www.morethantechnical.com/wp-content/uploads/2012/01/ER_15_12_2011_06_06_35-300x225.jpg" alt="" width="240" height="180" /></a></p>
<div id="attachment_1031" class="wp-caption alignnone" style="width: 598px"><a href="http://www.morethantechnical.com/wp-content/uploads/2012/01/screenshot-1325526702.png" rel="lightbox[1023]"><img class=" wp-image-1031 " title="Triangulated" src="http://www.morethantechnical.com/wp-content/uploads/2012/01/screenshot-1325526702.png" alt="" width="588" height="360" /></a><p class="wp-caption-text">3D view of the triangulated point cloud</p></div>
<p>Notice how stuff is distorted in the 3D view&#8230; but this is not due projective ambiguity! as I am using the Essential Matrix to obtain the camera P matrices (cameras are calibrated). Hartley and Zisserman explain this in their book on page 258, and the reasons for projective ambiguity (and how to resolve it) on page 265. The distortion must be due to inaccurate point correspondence&#8230;  </p>
<p>The cool visualization is done using the excellent <a href="http://www.pointclouds.org" title="PCL" target="_blank">PCL</a> library.</p>
<h2>Iterative Linear Triangulation</h2>
<p>Hartley, in his article &#8220;Triangulation&#8221; describes another triangulation algorithm, an iterative one, which he reports to &#8220;perform substantially better than the [...] non-iterative linear methods&#8221;. It is, again, very easy to implement, and here it is:</p>
<pre class="brush: plain; title: ; notranslate">
/**
 From &quot;Triangulation&quot;, Hartley, R.I. and Sturm, P., Computer vision and image understanding, 1997
 */
Mat_&lt;double&gt; IterativeLinearLSTriangulation(Point3d u,	//homogenous image point (u,v,1)
											Matx34d P,			//camera 1 matrix
											Point3d u1,			//homogenous image point in 2nd camera
											Matx34d P1			//camera 2 matrix
											) {
	double wi = 1, wi1 = 1;
	Mat_&lt;double&gt; X(4,1);
	for (int i=0; i&lt;10; i++) { //Hartley suggests 10 iterations at most
		Mat_&lt;double&gt; X_ = LinearLSTriangulation(u,P,u1,P1);
		X(0) = X_(0); X(1) = X_(1); X(2) = X_(2); X_(3) = 1.0;

		//recalculate weights
		double p2x = Mat_&lt;double&gt;(Mat_&lt;double&gt;(P).row(2)*X)(0);
		double p2x1 = Mat_&lt;double&gt;(Mat_&lt;double&gt;(P1).row(2)*X)(0);

		//breaking point
		if(fabsf(wi - p2x) &lt;= EPSILON &amp;&amp; fabsf(wi1 - p2x1) &lt;= EPSILON) break;

		wi = p2x;
		wi1 = p2x1;

		//reweight equations and solve
		Matx43d A((u.x*P(2,0)-P(0,0))/wi,		(u.x*P(2,1)-P(0,1))/wi,			(u.x*P(2,2)-P(0,2))/wi,
				  (u.y*P(2,0)-P(1,0))/wi,		(u.y*P(2,1)-P(1,1))/wi,			(u.y*P(2,2)-P(1,2))/wi,
				  (u1.x*P1(2,0)-P1(0,0))/wi1,	(u1.x*P1(2,1)-P1(0,1))/wi1,		(u1.x*P1(2,2)-P1(0,2))/wi1,
				  (u1.y*P1(2,0)-P1(1,0))/wi1,	(u1.y*P1(2,1)-P1(1,1))/wi1,		(u1.y*P1(2,2)-P1(1,2))/wi1
				  );
		Mat_&lt;double&gt; B = (Mat_&lt;double&gt;(4,1) &lt;&lt;	-(u.x*P(2,3)	-P(0,3))/wi,
						  -(u.y*P(2,3)	-P(1,3))/wi,
						  -(u1.x*P1(2,3)	-P1(0,3))/wi1,
						  -(u1.y*P1(2,3)	-P1(1,3))/wi1
						  );

		solve(A,B,X_,DECOMP_SVD);
		X(0) = X_(0); X(1) = X_(1); X(2) = X_(2); X_(3) = 1.0;
	}
	return X;
}
</pre>
<p>(remember to define your EPSILON)<br />
This time he works iteratively in order to minimize the reprojection error of the reconstructed point to the original image coordinate, by weighting the linear equation system.</p>
<h2>Recap</h2>
<p>So we&#8217;ve seen how easy it is to implement these triangulation methods using OpenCV&#8217;s nice Matx### and Mat_<X> structs.<br />
Also solve(&#8230;,DECOMP_SVD) is very handy for overdetermined non-homogeneous linear equation systems.<br />
Watch out for my Structure from Motion tutorial coming up, which will be all about using OpenCV to get point correspondence from pairs of images, obtaining camera matrices and recovering dense depth.</p>
<p>If you are looking for more robust solutions for SfM and 3D reconstructions, see:<br />
<a href="http://phototour.cs.washington.edu/bundler/" title="http://phototour.cs.washington.edu/bundler/" target="_blank">http://phototour.cs.washington.edu/bundler/</a><br />
<a href="http://code.google.com/p/libmv/" title="http://code.google.com/p/libmv/" target="_blank">http://code.google.com/p/libmv/</a><br />
<a href="http://www.cs.washington.edu/homes/ccwu/vsfm/" title="http://www.cs.washington.edu/homes/ccwu/vsfm/" target="_blank">http://www.cs.washington.edu/homes/ccwu/vsfm/</a><br />
Enjoy,<br />
Roy.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2012/01/04/simple-triangulation-with-opencv-from-harley-zisserman-w-code/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Spherical harmonics face relighting using OpenCV, OpenGL [w/ code]</title>
		<link>http://www.morethantechnical.com/2011/12/20/spherical-harmonics-face-relighting-using-opencv-opengl-w-code/</link>
		<comments>http://www.morethantechnical.com/2011/12/20/spherical-harmonics-face-relighting-using-opencv-opengl-w-code/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 00:59:34 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[gui]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[school]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[harmonics]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[recoloring]]></category>
		<category><![CDATA[relighting]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[spherical]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=948</guid>
		<description><![CDATA[Implementing a face image relighting algorithm using spherical harmonics, based on a paper written by Wang et al (2007).]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.morethantechnical.com/wp-content/uploads/2011/12/Screen-shot-2011-12-19-at-8.13.27-PM.png" rel="lightbox[948]"><img src="http://www.morethantechnical.com/wp-content/uploads/2011/12/Screen-shot-2011-12-19-at-8.13.27-PM-300x130.png" alt="" title="Spherical harmonics face relighting" width="300" height="130" class="alignleft size-medium wp-image-1015" /></a>Hi!<br />
I&#8217;ve been working on implementing a face image relighting algorithm using spherical harmonics, one of the most elegant methods I&#8217;ve seen lately.<br />
I start up by aligning a face model with OpenGL to automatically get the canonical face normals, which brushed up my knowledge of GLSL. Then I continue to estimating real faces &#8220;spharmonics&#8221;, and relighting.</p>
<p>Let&#8217;s start!<br />
<span id="more-948"></span></p>
<h2>Some mathematical background</h2>
<p>Don&#8217;t worry, it wont hurt. much.</p>
<p>So Spherical Harmonics, were invented to numerically express a whole bunch of things in physics like gravity and magnetic fields. But they also became very useful for computer graphics as they are perfect for modelling light falling on a spherical body.</p>
<h3>But what ARE those mysterious spherical harmonics? </h3>
<p>The way I see it, they are a series of &#8220;modes&#8221; or &#8220;eigenvectors&#8221; or &#8220;orthogonal components&#8221; of a base that spans the surface of a sphere.<br />
To put it simple, they describe the surface of a sphere in increasing finer grained portions. Much like a Fourier decomposition does to a function, there is the base and there are coefficients that when multiplied with the base they recover the function.</p>
<h3>How is that good for graphics? </h3>
<p>People have used spherical harmonics mostly to model lighting of spherical objects. When you know the coefficients that describe the lighting, you can change them to <i>Re-light</i> an object, or <i>De-light</i>, or transfer the lighting conditions of one scene to another. Very useful!</p>
<p>Some good researchers, Basri and Jacobs, back in 2001 have formulated the first 9 harmonics as a function of the surface normal. On this page Basri references all his work on the subject: <a href="http://www.wisdom.weizmann.ac.il/~ronen/index_files/harmonic.html" target="_blank">http://www.wisdom.weizmann.ac.il/~ronen/index_files/harmonic.html</a> </p>
<p>But I like to reference a work that&#8217;s easier to process than Basri&#8217;s, that is the work of Wang et al from 2007. These guys made the steps to use spherical harmonics easier to follow: <a href="http://research.microsoft.com/en-us/um/people/zliu/cvpr2007.pdf" title="http://research.microsoft.com/en-us/um/people/zliu/cvpr2007.pdf" target="_blank">http://research.microsoft.com/en-us/um/people/zliu/cvpr2007.pdf</a>.<br />
But their algorithm is quite advanced, as it solves not only for the harmonics&#8217; coefficients but also for the normals of the object in the image. They use some fancy optimization of an energy function over a graph, that I&#8217;m not going to discuss.<br />
But they did make the process of finding the spherical harmonics&#8217; coefficient very clear.</p>
<h4>The bottom line</h4>
<p>We should solve for a vector of 9 coefficients that describes the &#8220;lighting of the object&#8221; (a face in our case).<br />
Each coefficient will tell us how much that specific harmonic is strong or weak, or in other words how lit is that certain area of the object.</p>
<p>Wang and Basri show a very simple method of using simultaneous linear equations to solve for the lighting coefficients, it depends only on knowing the normal of the object&#8217;s surface at each pixel in the image.</p>
<h2>Getting the normals of a canonical face</h2>
<p>So to get the normals, I thought the best way is to use a canonical model of a face (some king of an average face), instead of trying to recover the normals from the image pixels.<br />
For that end, I used Rhino3D to model (very roughly) a shape that resembles a human face, starting from an elongated sphere.<br />
Now all that&#8217;s left is to align the model with the face to relight, and that will supply the normals.<br />
<a href="http://www.morethantechnical.com/wp-content/uploads/2011/12/snapshot00.png" rel="lightbox[948]"><img src="http://www.morethantechnical.com/wp-content/uploads/2011/12/snapshot00-300x224.png" alt="" title="rough model of a human face" width="300" height="224" class="alignleft size-medium wp-image-1011" /></a><br />
Cool. Then I built a small app that allows the user to move the model around until it&#8217;s aligned with the face image. I used <a href="http://www.fltk.org/" target="_blank">FLTK 3.0</a> to do it since they have a simple interface with OpenGL, they are cross platform, and lightweight.<br />
So I set up a scene where I have the image as the background, and the model is floating above it, half transparent so the user can find the right spot. I added functions for rotating the model, and extra stuff like turning the model opaque.</p>
<p style="text-align: center">
<iframe width="480" height="360" src="http://www.youtube.com/embed/wIwAX2UM64E" frameborder="0" allowfullscreen></iframe>
</p>
<p>To get the normal map I used a very simple GLSL shader, that simply colors the pixel with the value of the normal nX,nY,nZ -> R,G,B.<br />
This way the result image OpenGL renders is simply the normal map of the face model. I just grab it using glReadPixels.</p>
<h2>Estimating spherical harmonics</h2>
<p>So, after the model is aligned, we can assume we have the normals ready for us for each pixel in the image, and the intensity in each pixel is also known.<br />
The first step that Wang suggests, without knowledge of the real face albedo (the real color of every pixel without any lighting effect), is to get an approximation of the 9-vector of lighting coefficients by setting a constant albedo. Easy enough, we can set the albedo to the average color in the face.<br />
Then we can simply build a huge set of linear equations (huge as the number of pixels in the image), and solve an overdetermined system to get the 9 coefficients.</p>
<pre class="brush: plain; title: ; notranslate">
		Scalar albedo_constant = mean(face_img_hsv, smallFaceMask);

		//setup linear equation system, lighting coefficients (l) is unknown
		//I = p00 * Ht * l
		float p00 = (float)albedo_constant[2] / 255.0f;

		cout &lt;&lt; &quot;Build Ht(&quot;&lt;&lt;n&lt;&lt;&quot;,9)...&quot;;
		cout &lt;&lt; &quot;Build I(&quot;&lt;&lt;n&lt;&lt;&quot;,1)...&quot;;
		//build Ht and I
		Mat_&lt;float&gt; Ht(n,9);
		Mat_&lt;float&gt; I(n,1);
		int pos = 0;
		vector&lt;Mat_&lt;uchar&gt; &gt; face_img_chnls; split(face_img_hsv, face_img_chnls);
		for (int i=0; i&lt;normalMapFlat.rows; i++) {
			if (smallFaceMask(i) == 0) { //is this pixel on the face?
				continue;
			}
			Ht.row(pos) = p00 * calculateSphericalHarmonicsForNormal(normalMapFlat(i));
			I(pos,0) = face_img_chnls[2](i) / 255.0f; //get V from HSV of pixel [0,1]
			pos ++;
		}
		cout &lt;&lt; &quot;DONE&quot;  &lt;&lt; endl;

		cout &lt;&lt; &quot;Solve&quot; &lt;&lt;endl;
		solve(Ht, I, l, DECOMP_SVD);

		cout &lt;&lt; &quot;initial lighting coeffs: &quot;;
		for (int i=0; i&lt;l.rows; i++) {
			cout&lt;&lt;l.at&lt;float&gt;(i)&lt;&lt;&quot;,&quot;;
		}
</pre>
<p>Booyah! lighting coefficients.</p>
<p>But this is only the first step. Now we can get an approximation of the albedo as well, using the coefficients:</p>
<pre class="brush: plain; title: ; notranslate">
		Mat_&lt;Vec3b&gt; face_img_v3b = face_img;

		#pragma omp parallel for schedule(dynamic)
		for (int y=0; y&lt;face_img.rows; y++) {
			for (int x=0; x&lt;face_img.cols; x++) {
				if (face_mask(y,x) == 0) {
					albedo(y,x) = 0;
					continue;
				}
				Mat sph = calculateSphericalHarmonicsForNormal(normalMap(y,x));
				Mat_&lt;float&gt; sph_l = sph * l;
				float fsph_l = sph_l(0);

				for (int cn = 0; cn&lt;3; cn++) {
					float fimg = face_img_v3b(y,x)[cn] / 255.0f;
					albedo(y,x)[cn] = (fimg / fsph_l);
				}
			}
		}
</pre>
<p>Done.<br />
Now that we have an initial albedo, Wang suggests we compute the coefficients again to get a better approximation, and then the albedo again.<br />
I however ran into some problems trying to do the second iteration, and the results always came out too dark&#8230; But even with the first iteration you can see a very nice change.<br />
Look at the video from before, you can see the right side of the face, which is over-lit, was darkened and the left side was lit up.</p>
<h2>Code</h2>
<p>The code for spherical harmonics analysis of images is part of a bigger project I have been working on for some time. I also spoke of it in a <a href="http://www.morethantechnical.com/2011/12/01/identity-transfer-in-photographs/" target="_blank">previous post</a>.<br />
Anyway it&#8217;s up in GitHub: <a href="https://github.com/royshil/HeadReplacement/tree/master/HeadReplacement" target="_blank">https://github.com/royshil/HeadReplacement/tree/master/HeadReplacement</a><br />
You&#8217;re looking for 4 files:</p>
<ul>
<li>SpharmonicsUI.cpp
<li>SpharmonicsUI.h
<li>spherical_harmonics_analysis.cpp
<li>spherical_harmonics_analysis.h
</ul>
<p>You can use the CMakeLists.txt to compile, but here&#8217;s a CMakeLists.txt that should take you there in one piece (fingers crossed):</p>
<pre class="brush: plain; title: ; notranslate">
find_package(OpenCV REQUIRED)
find_package(OpenGL REQUIRED)
find_package(OpenMP REQUIRED)

######## Find and add GLEE ########
file(GLOB_RECURSE GLEE_PATH &quot;${CMAKE_SOURCE_DIR}/GLee.c&quot;)
if(GLEE_PATH STREQUAL GLEE_PATH-NOTFOUND)
	message(STATUS &quot;GLEE was not found&quot;)
else()
	list(LENGTH GLEE_PATH GLEE_PATH_LEN)
	if(GLEE_PATH_LEN GREATER 1)
		list(GET GLEE_PATH 1 GLEE_PATH)
	endif()
	file(RELATIVE_PATH GLEE_PATH ${CMAKE_SOURCE_DIR} ${GLEE_PATH})
	get_filename_component(GLEE_PATH ${GLEE_PATH} REALPATH)
	get_filename_component(GLEE_PATH ${GLEE_PATH} PATH)
	message(STATUS &quot;Found GLEE at ${GLEE_PATH}&quot;)
	add_library(GLEE ${GLEE_PATH}/GLee.c)
endif()

############ Find FLTK ############
if(NOT DEFINED FLTK_PATH)
	file(GLOB_RECURSE FLTK_PATH &quot;${CMAKE_SOURCE_DIR}/Widget.h&quot;)
	if(FLTK_PATH STREQUAL FLTK_PATH-NOTFOUND   OR   FLTK_PATH STREQUAL &quot;&quot;)
		message(STATUS &quot;FLTK was not found !!!!!&quot;)
	else()
		list(LENGTH FLTK_PATH FLTK_PATH_LEN)
		if(FLTK_PATH_LEN GREATER 1)
			list(GET FLTK_PATH 1 FLTK_PATH)
		endif()
		file(RELATIVE_PATH FLTK_PATH ${CMAKE_SOURCE_DIR} ${FLTK_PATH})
		get_filename_component(FLTK_PATH ${FLTK_PATH} REALPATH)
		get_filename_component(FLTK_PATH ${FLTK_PATH} PATH)
		message(STATUS &quot;Found FLTK at ${FLTK_PATH}&quot;)
	endif()
else()
	get_filename_component(FLTK_PATH ${FLTK_PATH} REALPATH)
	message(STATUS &quot;FLTK path set to ${FLTK_PATH}&quot;)
endif()
set(FLTK_INCLUDE_DIR ${FLTK_PATH}/include)
set(FLTK_LIB_DIR ${FLTK_PATH}/lib)

######## Relighting #######
include_directories(${FLTK_INCLUDE_DIR})
include_directories(${OpenGL_INCLUDE_DIRS})
include_directories(${GLEE_PATH})
add_library(VirtualSurgeon_Relighting
	../HeadReplacement/glm.cpp
	../HeadReplacement/spherical_harmonics_analysis.cpp
	../HeadReplacement/LaplacianBlending.cpp
	../HeadReplacement/SpharmonicsUI.cpp
	../HeadReplacement/OGL_OCV_common.cpp
	)
</pre>
<p>Note that I had to resort to some very dark magic to recover the location of FLTK and GLEE&#8230; But it&#8217;s a jungle out there.</p>
<p>The source of the photograph is: <a href="http://www.flickr.com/photos/roel1943/309048020/" target="_blank">http://www.flickr.com/photos/roel1943/309048020/</a><br />
It is released under Creative Commons 2.0 ShareAlike-Attribution. So all the results here are also CC-2.0-SA-A&#8230; <img src='http://www.morethantechnical.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Enjoy,<br />
Roy.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2011/12/20/spherical-harmonics-face-relighting-using-opencv-opengl-w-code/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Identity Transfer in Photographs</title>
		<link>http://www.morethantechnical.com/2011/12/01/identity-transfer-in-photographs/</link>
		<comments>http://www.morethantechnical.com/2011/12/01/identity-transfer-in-photographs/#comments</comments>
		<pubDate>Thu, 01 Dec 2011 05:29:58 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[school]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[head]]></category>
		<category><![CDATA[identity]]></category>
		<category><![CDATA[images]]></category>
		<category><![CDATA[photographs]]></category>
		<category><![CDATA[replacement]]></category>
		<category><![CDATA[survey]]></category>
		<category><![CDATA[transfer]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=1000</guid>
		<description><![CDATA[Hi! I would like to present something I have been working on recently, a work that immensely affect what I wrote in the blog in the past two years&#8230; To use it: Go on this page, Watch the short instruction video, download the application (MacOSX-Intel-x64 Win32) and make yourself a model! It takes just a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.morethantechnical.com/wp-content/uploads/2011/12/male_model.jpg" rel="lightbox[1000]"><img src="http://www.morethantechnical.com/wp-content/uploads/2011/12/male_model-150x150.jpg" alt="" title="male_model" width="150" height="150" class="alignleft size-thumbnail wp-image-1001" /></a>Hi!</p>
<p>I would like to present something I have been working on recently, a work that immensely affect what I wrote in the blog in the past two years&#8230;</p>
<p>To use it:<br />
Go on this <a href="http://palimpost.xvm.mit.edu/HeadReplacement/default.html">page</a>,<br />
Watch the short <a href="http://youtu.be/YhHb3FAqaUk">instruction video</a>,<br />
download the application (<a href="http://palimpost.xvm.mit.edu/HeadReplacement/bin/HeadReplacement.dmg">MacOSX-Intel-x64</a> <a href="http://palimpost.xvm.mit.edu/HeadReplacement/bin/HeadReplacement_win32.zip">Win32</a>)<br />
and make yourself a model!<br />
It takes just a couple of minutes and it&#8217;s very simple&#8230;</p>
<p>This work is an academic research project, Please please, take the time to fill out the <a href="https://docs.google.com/spreadsheet/viewform?formkey=dGNBX0ljZXRVXzdtbjBQZ0dULTQwelE6MQ">survey</a>! It is very short..<br />
The results of the <a href="https://docs.google.com/spreadsheet/viewform?formkey=dGNBX0ljZXRVXzdtbjBQZ0dULTQwelE6MQ">survey</a> (the survey alone, no photos of your work) will possibly be published in an academic paper.</p>
<p>Note: No information is sent anywhere in any way outside of your machine (you may even unplug the network). All results are saved locally on your computer, and no inputs are recorded or transmitted. The application contains no malware. The source is available here.</p>
<p>Note II: All stock photos of models used in the application are released under Creative Commons By-NC-SA 2.0 license. Creator: http://www.flickr.com/photos/kk/. If you wish to distribute your results, they should also be released under a CC-By-NC-SA 2.0 license.</p>
<p>Thank you!<br />
Roy.</p>
<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.morethantechnical.com%2F2011%2F12%2F01%2Fidentity-transfer-in-photographs%2F&amp;title=Identity%20Transfer%20in%20Photographs" id="wpa2a_4"><img src="http://www.morethantechnical.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2011/12/01/identity-transfer-in-photographs/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A simple object classifier with Bag-of-Words using OpenCV 2.3 [w/ code]</title>
		<link>http://www.morethantechnical.com/2011/08/25/a-simple-object-classifier-with-bag-of-words-using-opencv-2-3-w-code/</link>
		<comments>http://www.morethantechnical.com/2011/08/25/a-simple-object-classifier-with-bag-of-words-using-opencv-2-3-w-code/#comments</comments>
		<pubDate>Thu, 25 Aug 2011 03:34:27 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Recommended]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[classification]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[svm]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=917</guid>
		<description><![CDATA[ A simple object classifier with Bag-of-Words using OpenCV 2.3]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.morethantechnical.com/wp-content/uploads/2011/08/20101201191626.jpg" rel="lightbox[917]"><img src="http://www.morethantechnical.com/wp-content/uploads/2011/08/20101201191626-300x178.jpg" alt="" title="20101201191626" width="300" height="178" class="alignleft size-medium wp-image-928" /></a><br />
Just wanted to share of some code I&#8217;ve been writing.<br />
So I wanted to create a food classifier, for a cool project down in the Media Lab called FoodCam. It&#8217;s basically a camera that people put free food under, and they can send an email alert to the entire building to come eat (by pushing a huge button marked &#8220;Dinner Bell&#8221;). Really a cool thing.</p>
<p>OK let&#8217;s get down to business.<br />
<span id="more-917"></span><br />
I followed a very simple technique described in <a href="http://scholar.google.com/scholar?cluster=2469382617192238945&amp;hl=en&amp;as_sdt=0,22" target="_blank">this paper</a>. I know, you say, &#8220;A Paper? Really? I&#8217;m not gonna read that technical boring stuff, give the bottom line! man.. geez.&#8221; Well, you are right, except that this paper IS the bottom line, it&#8217;s dead simple. It&#8217;s almost a tutorial. It is also referenced by the OpenCV documentation.</p>
<p>The method is simple:<br />
- Extract features of choice from training set that contains all classes.<br />
- Create a vocabulary of features by clustering the features (kNN, etc). Let&#8217;s say 1000 features long.<br />
- Train your classifiers (SVMs, Naive-Bayes, boosting, etc) on training set again (preferably a different one), this time check the features in the image for their closest clusters in the vocabulary. Create a histogram of responses for each image to words in the vocabulary, it will be a 1000-entries long vector. Create a sample-label dataset for the training.<br />
- When you get an image you havn&#8217;t seen &#8211; run the classifier and it should, god willing, give you the right class.</p>
<p>Turns out, those crafty guys in WillowGarage have done pretty much all the heavy lifting, so it&#8217;s up for us to pick the fruit of their hard work. OpenCV 2.3 comes packed with a <a href="http://opencv.itseez.com/modules/features2d/doc/object_categorization.html" target="_blank">set of classes</a>, whose names start with BOW for Bag Of Words, that help a lot with implementing this method.</p>
<p>Starting with the first step:</p>
<pre class="brush: plain; title: ; notranslate">
Mat training_descriptors(1,extractor-&gt;descriptorSize(),extractor-&gt;descriptorType());

SurfFeatureDetector detector(400);
vector keypoints;

// computing descriptors
Ptr extractor(
   new OpponentColorDescriptorExtractor(
      Ptr(new SurfDescriptorExtractor())
   )
);

while(..loop a directory? a file?..) {
   Mat img = imread(filepath);
   detector.detect(img, keypoints);
   extractor-&gt;compute(img, keypoints, descriptors);
   training_descriptors.push_back(descriptors);
}
</pre>
<p>Simple!<br />
Let&#8217;s go create a vocabulary then. Luckily, OpenCV has taken care of that, and provide a simple API:</p>
<pre class="brush: plain; title: ; notranslate">
BOWKMeansTrainer bowtrainer(1000); //num clusters
bowtrainer.add(training_descriptors);
Mat vocabulary = bowtrainer.cluster();
</pre>
<p>Boom. Vocabulary.<br />
Now, let&#8217;s train us some SVM classifiers!<br />
We&#8217;re gonna train a 2-class SVM, in a 1-vs-all kind of way. Meaning we train an SVM that can say &#8220;yes&#8221; or &#8220;no&#8221; when choosing between one class and the rest of the classes, hence 1-vs-all.<br />
But first, we need to scour the training set for our histograms (the responses to the vocabulary, remember?):</p>
<pre class="brush: plain; title: ; notranslate">
vector&lt;KeyPoint&gt; keypoints;
Mat response_hist;
Mat img;
string filepath;
map&lt;string,Mat&gt; classes_training_data;

Ptr&lt;FeatureDetector &gt; detector(new SurfFeatureDetector());
Ptr&lt;DescriptorMatcher &gt; matcher(new BruteForceMatcher&lt;L2&lt;float&gt; &gt;());
Ptr&lt;DescriptorExtractor &gt; extractor(new OpponentColorDescriptorExtractor(Ptr&lt;DescriptorExtractor&gt;(new SurfDescriptorExtractor())));
Ptr&lt;BOWImgDescriptorExtractor&gt; bowide(new BOWImgDescriptorExtractor(extractor,matcher));
bowide-&gt;setVocabulary(vocabulary);

#pragma omp parallel for schedule(dynamic,3)
for(..loop a directory?..) {
   img = imread(filepath);
   detector-&gt;detect(img,keypoints);
   bowide.compute(img, keypoints, response_hist);

   #pragma omp critical
   {
      if(classes_training_data.count(class_) == 0) { //not yet created...
         classes_training_data[class_].create(0,response_hist.cols,response_hist.type());
         classes_names.push_back(class_);
      }
      classes_training_data[class_].push_back(response_hist);
   }
   total_samples++;
}
</pre>
<p>Now, two things:<br />
First notice I&#8217;m keeping the training data for each class separately, this is because we will need this for later creating the 1-vs-all samples-labels matrices.<br />
Second, I use OpenMP multi(-threading)processing to make the calculation parallel, and hence faster, on multi-core machines (like the one I used). Time is sliced by a whole lot. OpenMP is a gem, use it more. Just a couple of #pragma directives and you&#8217;re multi-threading.</p>
<p>Alright, data gotten, let&#8217;s get training:</p>
<pre class="brush: plain; title: ; notranslate">
#pragma omp parallel for schedule(dynamic)
for (int i=0;i&lt;classes_names.size();i++) {
   string class_ = classes_names[i];
   cout &lt;&lt; omp_get_thread_num() &lt;&lt; &quot; training class: &quot; &lt;&lt; class_ &lt;&lt; &quot;..&quot; &lt;&lt; endl;

   Mat samples(0,response_cols,response_type);
   Mat labels(0,1,CV_32FC1);

   //copy class samples and label
   cout &lt;&lt; &quot;adding &quot; &lt;&lt; classes_training_data[class_].rows &lt;&lt; &quot; positive&quot; &lt;&lt; endl;
   samples.push_back(classes_training_data[class_]);
   Mat class_label = Mat::ones(classes_training_data[class_].rows, 1, CV_32FC1);
   labels.push_back(class_label);

   //copy rest samples and label
   for (map&lt;string,Mat&gt;::iterator it1 = classes_training_data.begin(); it1 != classes_training_data.end(); ++it1) {
      string not_class_ = (*it1).first;
      if(not_class_.compare(class_)==0) continue; //skip class itself
      samples.push_back(classes_training_data[not_class_]);
      class_label = Mat::zeros(classes_training_data[not_class_].rows, 1, CV_32FC1);
      labels.push_back(class_label);
   }

   cout &lt;&lt; &quot;Train..&quot; &lt;&lt; endl;
   Mat samples_32f; samples.convertTo(samples_32f, CV_32F);
   if(samples.rows == 0) continue; //phantom class?!
   CvSVM classifier;
   classifier.train(samples_32f,labels);

   //do something with the classifier, like saving it to file
}
</pre>
<p>Again, I parallelize, although the process is not too slow.<br />
Note how I build the samples and the labels, where each time I put in the positive samples and mark the labels &#8217;1&#8242;, and then I put the rest of the samples and label them &#8217;0&#8242;.</p>
<p>Moving on to &#8230;. testing the classifiers!<br />
Nothing seems to me like more fun than creating a confusion matrix! Not really, but let&#8217;s see how it&#8217;s done:</p>
<pre class="brush: plain; title: ; notranslate">
map&lt;string,map&lt;string,int&gt; &gt; confusion_matrix; // confusionMatrix[classA][classB] = number_of_times_A_voted_for_B;
map&lt;string,CvSVM&gt; classes_classifiers; //This we created earlier

vector&lt;string&gt; files; //load up with images
vector&lt;string&gt; classes; //load up with the respective classes

for(..loop over a directory?..) {
   Mat img = imread(files[i]),resposne_hist;

   vector&lt;KeyPoint&gt; keypoints;
   detector-&gt;detect(img,keypoints);
   bowide-&gt;compute(img, keypoints, response_hist);

   float minf = FLT_MAX; string minclass;
   for (map&lt;string,CvSVM&gt;::iterator it = classes_classifiers.begin(); it != classes_classifiers.end(); ++it) {
      float res = (*it).second.predict(response_hist,true);
      if (res &lt; minf) {
         minf = res;
         minclass = (*it).first;
      }
   }
   confusion_matrix[minclass][classes[i]]++;
}
</pre>
<p>When you take a look in my files, you will find a much complicated way of doing this. But this is the core idea &#8211; look in the image for the response histogram to the vocabulary of features (rather, feature-cluster-ceneters), run it by all the classifiers  and take the one with the best score. Simple.<br />
Consider making this parallel as well. No reason for it to be serial.</p>
<p>That&#8217;s about covers it.</p>
<h2>Code</h2>
<p>Lately I&#8217;m pushing stuff in Github.com using git rather than SVN on googlecode. Donno why, it&#8217;s just like that.<br />
Get the whole thing at:<br />
<code><a href="https://github.com/royshil/FoodcamClassifier" target="_blank">https://github.com/royshil/FoodcamClassifier</a></code></p>
<p>Follow the build instructions, they&#8217;re a breeze, and then follow the runnning instructions. It&#8217;s basically a series of command-line programs you run to get through each step, and in the end you have like a &#8220;predictor&#8221; service that takes an image and produces a prediction.</p>
<p>OK guys, have fun classifying stuff!<br />
Roy.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2011/08/25/a-simple-object-classifier-with-bag-of-words-using-opencv-2-3-w-code/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Simple Kalman filter for tracking using OpenCV 2.2 [w/ code]</title>
		<link>http://www.morethantechnical.com/2011/06/17/simple-kalman-filter-for-tracking-using-opencv-2-2-w-code/</link>
		<comments>http://www.morethantechnical.com/2011/06/17/simple-kalman-filter-for-tracking-using-opencv-2-2-w-code/#comments</comments>
		<pubDate>Thu, 16 Jun 2011 22:49:30 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[Website]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[filter]]></category>
		<category><![CDATA[kalman]]></category>
		<category><![CDATA[tracking]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=902</guid>
		<description><![CDATA[Hi, I wanted to put up a quick note on how to use Kalman Filters in OpenCV 2.2 with the C++ API, because all I could find online was using the old C API. Plus the kalman.cpp example that ships with OpenCV is kind of crappy and really doesn&#8217;t explain how to use the Kalman [...]]]></description>
			<content:encoded><![CDATA[<p>Hi,<br />
I wanted to put up a quick note on how to use Kalman Filters in OpenCV 2.2 with the C++ API, because all I could find online was using the old C API. Plus the kalman.cpp example that ships with OpenCV is kind of crappy and really doesn&#8217;t explain how to use the Kalman Filter.<br />
I&#8217;m no expert on Kalman filters though, this is just a quick hack I got going as a test for a project. It worked, so I&#8217;m posting the results.<br />
<span id="more-902"></span></p>
<h2>The Filter</h2>
<p>So I wanted to do a 2D tracker that is more immune to noise. For that I set up a Kalman filter with 4 dynamic parameters and 2 measurement parameters (no control), where my measurement is: 2D location of object, and dynamic is: 2D location and 2D velocity. Pretty simple,  and it makes the transition matrix also simple.</p>
<pre class="brush: plain; title: ; notranslate">
KalmanFilter KF(4, 2, 0);
KF.transitionMatrix = *(Mat_&lt;float&gt;(4, 4) &lt;&lt; 1,0,1,0,   0,1,0,1,  0,0,1,0,  0,0,0,1);
Mat_&lt;float&gt; measurement(2,1); measurement.setTo(Scalar(0));

// init...
KF.statePre.at&lt;float&gt;(0) = mouse_info.x;
KF.statePre.at&lt;float&gt;(1) = mouse_info.y;
KF.statePre.at&lt;float&gt;(2) = 0;
KF.statePre.at&lt;float&gt;(3) = 0;
setIdentity(KF.measurementMatrix);
setIdentity(KF.processNoiseCov, Scalar::all(1e-4));
setIdentity(KF.measurementNoiseCov, Scalar::all(1e-1));
setIdentity(KF.errorCovPost, Scalar::all(.1));
</pre>
<p>Cool, moving on to the dynamic part.<br />
So I set up a mouse callback to get the mouse position every &#8220;frame&#8221; (a 100ms wait), and feed that into the filter:</p>
<pre class="brush: plain; title: ; notranslate">
// First predict, to update the internal statePre variable
Mat prediction = KF.predict();
Point predictPt(prediction.at&lt;float&gt;(0),prediction.at&lt;float&gt;(1));

// Get mouse point
measurement(0) = mouse_info.x;
measurement(1) = mouse_info.y;

Point measPt(measurement(0),measurement(1));

// The &quot;correct&quot; phase that is going to use the predicted value and our measurement
Mat estimated = KF.correct(measurement);
Point statePt(estimated.at&lt;float&gt;(0),estimated.at&lt;float&gt;(1));
</pre>
<p>All the rest is garnish (see the code)..</p>
<p>The important bit is to see that Predict() happens before Correct(). This is according to the excellent <a href="http://www.cs.unc.edu/~welch/media/pdf/kalman_intro.pdf">Kalman filter tutorial</a> I found. Look carefully at Figure 1-2!! It will sort you out. Also take a look at <a href="https://code.ros.org/svn/opencv/trunk/opencv/modules/video/src/kalman.cpp">OpenCV&#8217;s internal impl of Kalman</a>, see that it follows these steps closely. Especially <code> Mat&#038; KalmanFilter::predict(const Mat&#038; control)</code> and <code>Mat&#038; KalmanFilter::correct(const Mat&#038; measurement)</code>.<br />
Another good place I found that helped me formulate the parameters for the filter is <a href="http://www.marcad.com/cs584/Tracking.html">this place</a>. Again, take everything with a grain of salt, because Kalman Filters are very versatile you just need to know how to formulate them right.</p>
<h2>Result</h2>
<p>Using velocity:<br />
<a href="http://www.morethantechnical.com/wp-content/uploads/2011/06/Screen-shot-2011-06-16-at-6.39.24-PM.png" rel="lightbox[902]"><img src="http://www.morethantechnical.com/wp-content/uploads/2011/06/Screen-shot-2011-06-16-at-6.39.24-PM.png" alt="" title="kalman using velocity" width="580" height="602" class="alignnone size-full wp-image-907" /></a></p>
<p>Not using velocity:<br />
<a href="http://www.morethantechnical.com/wp-content/uploads/2011/06/Screen-shot-2011-06-16-at-6.41.24-PM.png" rel="lightbox[902]"><img src="http://www.morethantechnical.com/wp-content/uploads/2011/06/Screen-shot-2011-06-16-at-6.41.24-PM.png" alt="" title="kalman not using velocity" width="580" height="602" class="alignnone size-full wp-image-908" /></a></p>
<p>Some Video<br />
<iframe width="425" height="349" src="http://www.youtube.com/embed/SxtY1jQJ2fc" frameborder="0" allowfullscreen></iframe></p>
<h2>Code</h2>
<p>As usual, grab the code off the SVN:</p>
<pre class="brush: plain; title: ; notranslate">
svn co http://morethantechnical.googlecode.com/svn/trunk/mouse_kalman/main.cpp
</pre>
<p>Enjoy,<br />
Roy.</p>
<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.morethantechnical.com%2F2011%2F06%2F17%2Fsimple-kalman-filter-for-tracking-using-opencv-2-2-w-code%2F&amp;title=Simple%20Kalman%20filter%20for%20tracking%20using%20OpenCV%202.2%20%5Bw%2F%20code%5D" id="wpa2a_6"><img src="http://www.morethantechnical.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2011/06/17/simple-kalman-filter-for-tracking-using-opencv-2-2-w-code/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>A motion parallax screen using Kinect [w/ code]</title>
		<link>http://www.morethantechnical.com/2011/06/05/a-motion-parallax-screen-using-kinect-w-code/</link>
		<comments>http://www.morethantechnical.com/2011/06/05/a-motion-parallax-screen-using-kinect-w-code/#comments</comments>
		<pubDate>Sun, 05 Jun 2011 04:54:38 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[head tracking]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[motion parallax]]></category>
		<category><![CDATA[projection]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=863</guid>
		<description><![CDATA[How to create a motion-parallax screen using Kinect head tracking. Code in C++, using OpenGL and OpenNI's skeleton model.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve seen some examples of people who build <a href="http://en.wikipedia.org/wiki/Motion_parallax">motion parallax</a> capable screens using Kinect, but as usual &#8211; they don&#8217;t share the code. Too bad.<br />
Well this is your chance to see how it&#8217;s done, and it&#8217;s fairly simple as well.<br />
<span id="more-863"></span><br />
Let&#8217;s start by getting the user&#8217;s head position. This is done using <a href="http://www.openni.org/">OpenNI</a>&#8216;s library, that provides a skeleton model and hence the head. I used the NiUserTracker sample code as a basis, and stripped out everything that is not needed.</p>
<p>The only things I was interested were the head position and hands positions so I created a struct to hold these, plus some things OpenNI need to get the positions. I did this so it could be run in a different thread, and this struct can be the shared memory:</p>
<pre class="brush: plain; title: ; notranslate">
struct openni_stuff {
	xn::DepthGenerator* dg;
	xn::UserGenerator* ug;
	xn::Context* ctx;
	XnSkeletonJointPosition* Head;
	XnSkeletonJointPosition* rh;
	XnSkeletonJointPosition* lh;
};
</pre>
<p>All these must be populated in the main before starting the thread</p>
<pre class="brush: plain; title: ; notranslate">
xn::Context g_Context;
xn::DepthGenerator g_DepthGenerator;
xn::UserGenerator g_UserGenerator;
XnSkeletonJointPosition Head;
XnSkeletonJointPosition lHand;
XnSkeletonJointPosition rHand;

int main(..) {
..
g_Context.Init();
g_Context.FindExistingNode(XN_NODE_TYPE_DEPTH, g_DepthGenerator);
g_Context.FindExistingNode(XN_NODE_TYPE_USER, g_UserGenerator);
..
g_UserGenerator.Create(g_Context);
..
g_Context.StartGeneratingAll();
..
DWORD threadid;
struct openni_stuff s;
s.ctx = &amp;g_Context;
s.dg = &amp;g_DepthGenerator;
s.ug = &amp;g_UserGenerator;
s.Head = &amp;Head;
s.rh = &amp;rHand;
s.lh = &amp;lHand;
CreateThread(
            NULL,                   // default security attributes
            0,                      // use default stack size
			MyThreadFunction,       // thread function name
            (LPVOID)(&amp;s),          // argument to thread function
            0,                      // use default creation flags
            &amp;threadid);   // returns the thread identifie

glutMainLoop();
</pre>
<p>This code is very abstracted, there are more things to do in order for it to work, you can see them in the code repo.<br />
But basically the new thread is the one getting the information off the OpenNI framework and keeps the head position and hands positions vectors updated. </p>
<pre class="brush: plain; title: ; notranslate">
DWORD WINAPI MyThreadFunction( LPVOID lpParam ) {
       //Unpack the struct, don't care for shallow copy since it's all pointers anyway
	struct openni_stuff s = *((struct openni_stuff*)lpParam);
	for(;;) {
		getOpenNIData(s);
		Sleep(30);
	}
	return 0;
}

void getOpenNIData (struct openni_stuff s)
{
	xn::SceneMetaData sceneMD;
	xn::DepthMetaData depthMD;
	s.dg-&gt;GetMetaData(depthMD);

	if (!g_bPause)
	{
		// Read next available data
		s.ctx-&gt;WaitAndUpdateAll();
	}

	// Process the data
	g_DepthGenerator.GetMetaData(depthMD);
	s.dg-&gt;GetMetaData(depthMD);
	rHand.position.X = NULL;
	s.ug-&gt;GetUserPixels(0, sceneMD);
	DrawDepthMap(depthMD, sceneMD, *s.Head, *s.rh, *s.lh);
}
</pre>
<p>I thought this will give a performance boost as the WaitAndUpdateAll() call usually takes a little while, but it didn&#8217;t matter much&#8230;</p>
<p>The OpenGL (GLUT) runs on the main thread, and just looks at these updated vectors for the current position.</p>
<h2>Off-Axis projection</h2>
<p>The concept of off-axis projection is very important for this project. This <a href="http://csc.lsu.edu/~kooima/pdfs/gen-perspective.pdf">very good article explains everything about generalized perspective projections</a>, it also includes C code!, I recommend reading it. But basically off-axis projection is when the viewing eye is not perpendicular the projection surface, nor it needs to be centered in relation to it. It&#8217;s what goes on in our human binocular vision, each eye looks at the same point but they are not perpendicular to the virtual projection surface (they are angled to it), and they both have an offset from the center. Just read that little paper&#8230;.</p>
<p>Anyway, cutting to the chase, we need to project the rendered objects in the scene onto the projection table, assuming the user is not looking at it perpendicularly (like they would with a normal screen). Thanks to the code in the aforementioned article &#8211; this is a breeze.</p>
<pre class="brush: plain; title: ; notranslate">
void subtract(float u[3], float v[3], float n[3]) {
	u[0] = v[0] - n[0];
	u[1] = v[1] - n[1];
	u[2] = v[2] - n[2];
}

void projection( float *pa,
				float *pb,
				float *pc,
				float *pe, float n, float f)
{
	float va[3], vb[3], vc[3];
	float vr[3], vu[3], vn[3];
	float l, r, b, t, d, M[16];

	// Compute an orthonormal basis for the screen.
	subtract(vr, pb, pa);
	subtract(vu, pc, pa);

	glmNormalize(vr);
	glmNormalize(vu);
	glmCross(vr, vu, vn);
	glmNormalize(vn);

	// Compute the screen corner vectors.
	subtract(va, pa, pe);
	subtract(vb, pb, pe);
	subtract(vc, pc, pe);

	// Find the distance from the eye to screen plane.
	d = -glmDot(va, vn);

	// Find the extent of the perpendicular projection.
	l = glmDot(vr, va) * n / d;
	r = glmDot(vr, vb) * n / d;
	b = glmDot(vu, va) * n / d;
	t = glmDot(vu, vc) * n / d;
	// Load the perpendicular projection.
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glFrustum(l, r, b, t, n, f);
	// Rotate the projection to be non-perpendicular.
	memset(M, 0, 16 * sizeof (float));
	M[0] = vr[0]; M[4] = vr[1]; M[ 8] = vr[2];
	M[1] = vu[0]; M[5] = vu[1]; M[ 9] = vu[2];
	M[2] = vn[0]; M[6] = vn[1]; M[10] = vn[2];
	M[15] = 1.0f;
	glMultMatrixf(M);
	// Move the apex of the frustum to the origin.
	glTranslatef(-pe[0], -pe[1], -pe[2]);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
}
</pre>
<p>I am using <a href="http://www.xmission.com/~nate/tutors.html">glm.h &#038; glm.c from Nate Robbins</a> to do some basic lin-algebra. I just didn&#8217;t feel like re-writing the code, and I&#8217;m already using it to load Wavefront OBJ models. The only missing function is <code>subtract</code> which is included.</p>
<p>Loading the OBJ models is super easy with glm.h:</p>
<pre class="brush: plain; title: ; notranslate">
	   objmodel_ptr = glmReadOBJ(&quot;../bunny1.obj&quot;);
	   if (!objmodel_ptr)
		   exit(0);

	   glmUnitize(objmodel_ptr);
	   glmFacetNormals(objmodel_ptr);
	   glmVertexNormals(objmodel_ptr, 90.0);
</pre>
<p>Now that we can create off-axis views (this can be reused for other projects, such as projects with VR glasses!), I draw the scene after applying this projection:</p>
<pre class="brush: plain; title: ; notranslate">
GLfloat eye[4] = {0,200,1050,0}; //position of eye
double kinectHeight = 300;  //the Kinect is by the table, at a certain height (measured)
GLdouble tlv[3] = {-530, -kinectHeight, 90},   //top-left point of table in Kinect coordinates (millimeters)
		trv[3] = {530, -kinectHeight, 90}, //top-right
		brv[3] = {530, -kinectHeight, 955}, //bottom-right
		blv[3] = {-530, -kinectHeight, 955}; //bottom-left
GLdouble obj[3] = {-200, tlv[1], 522.5}; //the virtual object's real-world position (mm)

static void display(GLenum mode)
{
       //set the eye position
	if(Head.position.X != 0.0f || Head.position.Y != 0.0f || Head.position.Z != 0.0f)
	{
		eye[0] = Head.position.X;
		eye[1] = Head.position.Y;
		eye[2] = Head.position.Z;
	}

	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
	offAxisView();
}

void offAxisView() {
	projection(blvf, brvf, tlvf, eye, 1.0f, 10000.0f);

	glLightfv(GL_LIGHT0, GL_POSITION, lightp);
	drawScene();

	glPopMatrix();
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
}

void drawScene() {
	//Just draw an object..
	glPushMatrix();
	glTranslated(obj[0]-10,obj[1]+80,obj[2]); //translating to accomodate for obj size
	glColor4f(1.0, 0.0, 0.0, 1.0);
	glScaled(80,80,80);
	glmDraw(objmodel_ptr,GLM_SMOOTH);
	glPopMatrix();
}
</pre>
<p>You can see that I measured the position of the table in respect to the Kinect sensor&#8217;s center, we assume that it is the origin, and these are used for the off-axis projection w.r.t the eye.</p>
<p>That&#8217;s pretty much it&#8230; the program runs, you have to stand in the silly &#8220;Psi&#8221; position for the OpenNI framework to calibrate, and then the graphics will be rendered according to your head position.</p>
<p>To create your own setup, just put in the right position of the table in respect to the Kinect sensor in real-world coordinates (mm).</p>
<h2>Code</h2>
<p>Can be downloaded from SVN as usual:<br />
<code>svn co https://morethantechnical.googlecode.com/svn/trunk/kinect_motion_parallax/main.cpp</code></p>
<h2>Video</h2>
<p><iframe width="560" height="349" src="http://www.youtube.com/embed/qK4VNo9bI2U" frameborder="0" allowfullscreen></iframe></p>
<p>Enjoy<br />
Roy.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2011/06/05/a-motion-parallax-screen-using-kinect-w-code/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Neat OpenCV smoothing trick when Kineacking (Kinect Hacking) [w/ code]</title>
		<link>http://www.morethantechnical.com/2011/03/05/neat-opencv-smoothing-trick-when-kineacking-kinect-hacking-w-code/</link>
		<comments>http://www.morethantechnical.com/2011/03/05/neat-opencv-smoothing-trick-when-kineacking-kinect-hacking-w-code/#comments</comments>
		<pubDate>Sat, 05 Mar 2011 20:57:26 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[depth]]></category>
		<category><![CDATA[inpainting]]></category>
		<category><![CDATA[kinect]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=824</guid>
		<description><![CDATA[I found a nice little trick to ease the work with the very noisy depth image the Kinect is giving out. The image is filled with these &#8220;blank&#8221; values that basically note where the data is unreadable. The secret is to use inpainting to cover these areas and get a cleaner image. And as always, [...]]]></description>
			<content:encoded><![CDATA[<p>I found a nice little trick to ease the work with the very noisy depth image the Kinect is giving out. The image is filled with these &#8220;blank&#8221; values that basically note where the data is unreadable. The secret is to use inpainting to cover these areas and get a cleaner image. And as always, no need to dig deep &#8211; OpenCV has it all included.<br />
<span id="more-824"></span></p>
<p>Start from a simple Kinect frames feed from <a href="http://openkinect.org/wiki/C%2B%2BOpenCvExample">here</a>:</p>
<pre class="brush: plain; title: ; notranslate">

int main(int argc, char **argv) {
	bool die(false);

	Mat depthMat(Size(640,480),CV_16UC1);
	Mat depthf  (Size(640,480),CV_8UC1);
	Mat rgbMat(Size(640,480),CV_8UC3,Scalar(0));
	Mat ownMat(Size(640,480),CV_8UC3,Scalar(0));

        Freenect::Freenect freenect;
        MyFreenectDevice&amp; device = freenect.createDevice&lt;MyFreenectDevice&gt;(0);

	device.startVideo();
	device.startDepth();

    while (!die) {
    	device.getVideo(rgbMat);
    	device.getDepth(depthMat);
    	depthMat.convertTo(depthf, CV_8UC1, 255.0/2048.0);
        cv::imshow(&quot;depth&quot;,depthf);
		char k = cvWaitKey(5);
		if( k == 27 ){
			break;
		}
    }

   	device.stopVideo();
	device.stopDepth();
	return 0;
}
</pre>
<p>Now let&#8217;s stretch the signal a little bit and add the inpainting:</p>
<pre class="brush: plain; title: ; notranslate">
		//interpolation &amp; inpainting
		{
			Mat _tmp,_tmp1; //minimum observed value is ~440. so shift a bit
			Mat(depthMat - 400.0).convertTo(_tmp1,CV_64FC1);

			Point minLoc; double minval,maxval;
			minMaxLoc(_tmp1, &amp;minval, &amp;maxval, NULL, NULL);
			_tmp1.convertTo(depthf, CV_8UC1, 255.0/maxval);  //linear interpolation

                       //use a smaller version of the image
			Mat small_depthf; resize(depthf,small_depthf,Size(),0.2,0.2);
                        //inpaint only the &quot;unknown&quot; pixels
			cv::inpaint(small_depthf,(small_depthf == 255),_tmp1,5.0,INPAINT_TELEA);

			resize(_tmp1, _tmp, depthf.size());
			_tmp.copyTo(depthf, (depthf == 255));  //add the original signal back over the inpaint
		}
</pre>
<p>Note that I&#8217;m using a small copy of the image, because inpainting is a heavy computation, and it works best on low frequencies. I copy back the original signal over the up-sized inpainted one to retain high frequencies.</p>
<p>It works pretty well!<br />
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Jm8yflH5BDs?hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Jm8yflH5BDs?hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>Enjoy<br />
Roy.</p>
<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.morethantechnical.com%2F2011%2F03%2F05%2Fneat-opencv-smoothing-trick-when-kineacking-kinect-hacking-w-code%2F&amp;title=Neat%20OpenCV%20smoothing%20trick%20when%20Kineacking%20%28Kinect%20Hacking%29%20%5Bw%2F%20code%5D" id="wpa2a_8"><img src="http://www.morethantechnical.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2011/03/05/neat-opencv-smoothing-trick-when-kineacking-kinect-hacking-w-code/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Hand gesture recognition via model fitting in energy minimization w/OpenCV</title>
		<link>http://www.morethantechnical.com/2010/12/28/hand-gesture-recognition-via-model-fitting-in-energy-minimization-wopencv/</link>
		<comments>http://www.morethantechnical.com/2010/12/28/hand-gesture-recognition-via-model-fitting-in-energy-minimization-wopencv/#comments</comments>
		<pubDate>Mon, 27 Dec 2010 22:11:12 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Recommended]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[Website]]></category>
		<category><![CDATA[work]]></category>
		<category><![CDATA[computer vision]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=762</guid>
		<description><![CDATA[Hi Just wanted to share a thing I made &#8211; a simple 2D hand pose estimator, using a skeleton model fitting. Basically there has been a crap load of work on hand pose estimation, but I was inspired by this ancient work. The problem is setting out to find a good solution, and everything is [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.morethantechnical.com/wp-content/uploads/2010/12/hands.png" rel="lightbox[762]"><img src="http://www.morethantechnical.com/wp-content/uploads/2010/12/hands-300x248.png" alt="hands with model fitted" title="hands with model fitted" width="300" height="248" class="aligncenter size-medium wp-image-796" /></a>Hi</p>
<p>Just wanted to share a thing I made &#8211; a simple 2D hand pose estimator, using a skeleton model fitting. Basically there has been a crap load of work on hand pose estimation, but I was inspired by <a href="http://scholar.google.com/scholar?cluster=136383770354228708&#038;hl=en&#038;as_sdt=40000000">this ancient work</a>. The problem is setting out to find a good solution, and everything is very hard to understand and implement. In such cases I like to be inspired by a method, and just set out with my own implementation. This way, I understand whats going on, simplify it, and share it with you!</p>
<p>Anyway, let&#8217;s get down to business.<br />
<span id="more-762"></span></p>
<h1>A bit about energy minimization problems</h1>
<p>A dear friend revealed before me the wonders of energy minimization problems a while back, and ever since I have trying to find uses for that method. Basically, it is trying to find a global minimum for a complicated energy function (usually with many parameters), by following the function&#8217;s gradient. Such methods are often called <a href="http://en.wikipedia.org/wiki/Gradient_descent">Gradient Descent</a>, and used mostly for non-linear systems that can&#8217;t be solved easily using a least-squares variant. </p>
<p>A lot of work in computer vision was done using energy functions (I believe the most seminal was <a href="http://scholar.google.com/scholar?cluster=10809837120977085662&#038;hl=en&#038;as_sdt=40000000">Snakes</a>, over 10,000 citations), usually having two terms: Internal energy and External energy. The equilibrium between the two terms should result in a low-energy system &#8211; our optimal result. So we would like to formulate the terms in our system such that when they are 0 &#8211; they describe the system as we want it.</p>
<p>Following the works with active contours, I believe the external energy function should have to do with how the hand model fits to the hand blob, and the internal energy will have to do with how &#8220;comfortable&#8221; the hand is with this configuration.</p>
<h1>The hand model</h1>
<p>Let&#8217;s see how a 2D model of a hand might look like<br />
<a href="http://www.morethantechnical.com/wp-content/uploads/2010/12/Screen-shot-2010-12-25-at-10.50.41-AM.png" rel="lightbox[762]"><img src="http://www.morethantechnical.com/wp-content/uploads/2010/12/Screen-shot-2010-12-25-at-10.50.41-AM.png" alt="" title="Screen shot 2010-12-25 at 10.50.41 AM" width="232" height="231" class="aligncenter size-full wp-image-790" /></a><br />
Kinda looks like a rake&#8230; huh?</p>
<p>There are some parts that practically can&#8217;t change much, i.e the palm (orange), and some that might change drastically, i.e the fingers (red). Each finger has joints (blue circle), and a tip (bigger blue circle).</p>
<pre class="brush: plain; title: ; notranslate">
typedef struct finger_data {
	Point2d origin_offset;		//base or finger relative to center hand
	double a;					//angle
	vector&lt;double&gt; joints_a;	//angles of joints
	vector&lt;double&gt; joints_d;	//bone length
} FINGER_DATA;

typedef struct hand_data {
	FINGER_DATA fingers[5];		//fingers
	double a;					//angle of whole hand
	Point2d origin;				//center of palm
	Point2d origin_offset;		//offset from center for optimization
	double size;				//relative size of hand = length of a finger
} HAND_DATA;
</pre>
<p>At first I thought, since I&#8217;m only interested in the tips of the fingers, to use Inverse Kinematics to guide the tips to a certain point and let the joints find their own minimal energy position, following <a href="http://freespace.virgin.net/hugo.elias/models/m_ik2.htm">this</a> article. But I abandoned this method because of complications. </p>
<p>I also had to simplify this model, for real-time estimation and also better results. So in the end I ended up with a very rigid model, that allows only on joint per finger and no angular movement.</p>
<h1>Using tnc.c</h1>
<p>tnc.c is a &#8220;library&#8221;, essentially one c file, that implements a line search algorithm that is able to find the minimum point of a multi-variate function. I&#8217;m not certain of the algorithm details, and it&#8217;s not so important as it can be replaced with any other similar library. But, tnc.c has a great advantage &#8211; it is dead simple. One function will start the gradient decent, calling-back a function to calculate the gradients.</p>
<p>So basically I had to write just one very short function:</p>
<pre class="brush: plain; title: ; notranslate">
static int my_f(double x[], double *f, double g[], void *state) {
	DATA_FOR_TNC* d_ptr = (DATA_FOR_TNC*)state;
	DATA_FOR_TNC new_data = *d_ptr;

	mapVecToData(x,new_data.hand);

	*f = calc_Energy(new_data,*d_ptr);

	//calc gradients
	{
		double _x[SIZE_OF_HAND_DATA];

		for(int i=0;i&lt;SIZE_OF_HAND_DATA;i++) {
			memcpy(_x, x, sizeof(double)*SIZE_OF_HAND_DATA); //reset variables
			_x[i] = _x[i] + EPSILON; //change only one variable
			mapVecToData(_x, new_data.hand);
			double E_epsilon = calc_Energy(new_data,*d_ptr);
			g[i] = ((E_epsilon - *f) / EPSILON); //calc the gradient for this variable change
		}
	}

	return 0;
}
</pre>
<p>This function is called by tnc.c on every iteration of the search, the <code>double x[]</code> is the state of variables the search is now examining, <code>double* f</code> is the energy for this state, <code>double g[]</code> are the gradients (same size as x[]), and <code>voide* state</code> is a user-defined variable that can be carried along the process.</p>
<p>So what I did is simply changed the value of each parameter in turn, to test how it effects the energy in the system. I get a measure of the energy, then I subtract it from the &#8220;natural&#8221; setup (without any changes to parameters) energy measure, and I get the gradient for this parameter.</p>
<p>The energy function came out a bit different in the end:</p>
<pre class="brush: plain; title: ; notranslate">

static double calc_Energy(DATA_FOR_TNC&amp; d, DATA_FOR_TNC&amp; orig_d) {
	double _sum = 0.0;

	//external energy: how close are the joints to the hand blob? (how well do they fit to it)
	vector&lt;Point2d&gt; joints;
	Mat tips(5,1,CV_64FC2);

	for (int j=0; j&lt;5; j++) {
		joints.clear();
		FINGER_DATA f = d.hand.fingers[j];
		Point2d _newTip = newTip(f,d.hand,joints); //get joints for this finger

		for (int i=0; i&lt;tmp.size(); i++) { //for each joint find how far it is from the blob
			double ds = pointPolygonTest(d.contour, tmp[i]+getHandOrigin(d.hand), true);
			ds += 5;
			ds = 1 * ((ds &lt; 0) ? -1 : 1) * (ds*ds) ;
			_sum -= (ds &gt; 0) ? 0 : 100*ds;
		}

		tips.at&lt;Point2d&gt;(j,0) = _newTip;
	}

	//lazyness of fingers - joints should strive to be as they were in the natural pose
	vector&lt;double&gt; _angles;
//	for (int j=0; j&lt;5; j++) {
//		FINGER_DATA f = d.hand.fingers[j];
//		FINGER_DATA of = orig_d.hand.fingers[j];
////		_angles.push_back(f.a - of.a);
//		for (int i=0; i&lt;f.joints_d.size(); i++) {
////			_angles.push_back(f.joints_a[i] - of.joints_a[i]);
//			_angles.push_back(f.joints_d[i] - of.joints_d[i]);
//		}
//	}
	_angles.push_back(d.hand.a-orig_d.hand.a); //the angle of the hand should be as it was before
	_sum  += 10000*norm(Mat(_angles));

	if(_sum &lt; 0) return 0;
	return _sum;
}
</pre>
<p>You&#8217;ll notice the commented out section. The &#8220;laziness of fingers&#8221; turned out not to give good results&#8230; A different metric is needed! I have not found it yet, maybe you have a good idea?</p>
<p>Starting tnc.c is very simple: Allocating the vectors for X and gradients, initializing the model from the blob, and calling the <code>simple_tnc</code> convenience method. <code>simple_tnc</code> starts <code>tnc</code> with some default parameters that don&#8217;t affect the outcome (at least in my tries).</p>
<pre class="brush: plain; title: ; notranslate">
void estimateHand(Mat&amp; mymask) {
	double _x[SIZE_OF_HAND_DATA] = {0};
	Mat X(1,SIZE_OF_HAND_DATA,CV_64FC1,_x);
	double f;
	Mat gradients(Size(SIZE_OF_HAND_DATA,1),CV_64FC1,Scalar(0));

	namedWindow(&quot;state&quot;);

	initialize_hand_data(d, mymask);

	mapDataToVec((double*)X.data, d.hand);

	simple_tnc(SIZE_OF_HAND_DATA, (double*)X.data, &amp;f, (double*)gradients.data, my_f, (void*)&amp;d, 1, 0);

	mapVecToData((double*)X.data, d.hand);
	showstate(d,1);

	d.hand.origin = getHandOrigin(d.hand); //move to new position
}
</pre>
<h1>Results and Discussion</h1>
<p>Here are my results so far:<br />
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/uETHJQhK144?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/uETHJQhK144?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<p>It&#8217;s not perfect, but it&#8217;s a start. Tracking and estimating open hand is pretty good, with some orientation change as well. But when the fingers are closed&#8230; that&#8217;s where problems start. </p>
<p>Sometimes the joints &#8220;hover&#8221; over the black area to &#8220;land&#8221; in a white area so they &#8220;fit&#8221;, but they should not do that. One easy thing to do to counter this is to measure the distance of the whole bone, and not just the joint.</p>
<p>The model right now doesn&#8217;t use all the joints possible, because it is too heavy computationally. Plus the energy does not depend (or change) the angle of the fingers. So this is a very very simple model of a hand&#8230;</p>
<p>But, it is a good start! All the <a href="http://www.youtube.com/watch?v=mLT4CFLIi8A&#038;feature=related">other</a> <a href="http://www.youtube.com/watch?v=6Uw_8Y1RuQQ&#038;feature=related">stuff</a> I <a href="http://www.youtube.com/watch?v=B_UYmQJT-F0&#038;feature=related">have</a> <a href="http://www.youtube.com/watch?v=F8GVeV0dYLM&#038;feature=related">seen</a> <a href="http://www.youtube.com/watch?v=Rmh-mZFxWns&#038;feature=related">online</a> is just basic high-curvature points counting and color-based or feature-based segmentation and tracking&#8230; My model actually tries to fit an articulate and precise model of a hand to the image.</p>
<h1>How did you get such nice blobs?!</h1>
<p>You ask. They are beautiful aren&#8217;t they&#8230; nice and clean, easy for tracking and model fitting. It&#8217;s no magic though&#8230;<br />
Well, I took part of a <a href="http://depthjs.media.mit.edu/">project in the Media Lab, called DepthJS</a>, that uses the MS Kinect to control web pages. I wrote the computer-vision part. So all the <a href="https://github.com/doug/depthjs">code is there</a>, you can grab it, I just plugged it into this little project. Basing off <a href="http://openkinect.org/wiki/C%2B%2BOpenCvExample">this very simple example of using OpenCV2.X and libfreenect</a>.</p>
<p>Wow, this was a longie.. I hope you learned something and got inspired. I got to do a second overview of the project, and I&#8217;m inspired. Inspiration all around!</p>
<p>Code is obviously yours for the taking:<br />
<a href="https://github.com/royshil/OpenHPE">https://github.com/royshil/OpenHPE</a></p>
<p>Please contribute your own views, thoughts, code, rants in the comments and github page.</p>
<p>Enjoy<br />
Roy.</p>
<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.morethantechnical.com%2F2010%2F12%2F28%2Fhand-gesture-recognition-via-model-fitting-in-energy-minimization-wopencv%2F&amp;title=Hand%20gesture%20recognition%20via%20model%20fitting%20in%20energy%20minimization%20w%2FOpenCV" id="wpa2a_10"><img src="http://www.morethantechnical.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2010/12/28/hand-gesture-recognition-via-model-fitting-in-energy-minimization-wopencv/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Kinect and OpenCV 2.1</title>
		<link>http://www.morethantechnical.com/2010/11/22/kinect-and-opencv-2-1/</link>
		<comments>http://www.morethantechnical.com/2010/11/22/kinect-and-opencv-2-1/#comments</comments>
		<pubDate>Mon, 22 Nov 2010 07:36:31 +0000</pubDate>
		<dc:creator>Roy</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opencv]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[vision]]></category>
		<category><![CDATA[kinect]]></category>

		<guid isPermaLink="false">http://www.morethantechnical.com/?p=744</guid>
		<description><![CDATA[Hi Another quicky on how to use Kinect (libfreenect) with OpenCV 2.1. I already saw people do it, but havn&#8217;t seen code. UPDATE (12/29): OpenKinect posted very good C++ code of using libfreenect with OpenCV2.X APIs: here it is. Plus, their git repo now has a very clean C code: here it is. So here [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.morethantechnical.com/wp-content/uploads/2010/11/Screen-shot-2010-11-22-at-2.35.00-AM.png" rel="lightbox[744]"><img src="http://www.morethantechnical.com/wp-content/uploads/2010/11/Screen-shot-2010-11-22-at-2.35.00-AM-300x117.png" alt="" title="Screen shot" width="300" height="117" class="alignleft size-medium wp-image-759" /></a>Hi</p>
<p>Another quicky on how to use Kinect (libfreenect) with OpenCV 2.1. I already saw people do it, but havn&#8217;t seen code.</p>
<p><strong>UPDATE (12/29)</strong>: OpenKinect posted very good C++ code of using libfreenect with OpenCV2.X APIs: <a href="http://openkinect.org/wiki/C%2B%2BOpenCvExample">here it is</a>. Plus, their git repo now has a very clean C code: <a href="https://github.com/OpenKinect/libfreenect/blob/master/wrappers/opencv/cvdemo.c">here it is</a>.</p>
<p>So here it goes<br />
<span id="more-744"></span><br />
Before I started, I got libfreenect off the OpenKinect git repo: <code>https://github.com/OpenKinect/libfreenect</code><br />
Which comes bundeled with &#8220;glview.c&#8221;, an example of how to use it with OpenGL, that I take some stuff from.<br />
So get past the hurdle of compiling, and if glview runs &#8211; you&#8217;re home free. Play around and familiarize yourself with the code, this is going to be fast&#8230;</p>
<p>The only tricky thing is that OpenCV wants the &#8220;imshow&#8221;s to be on the main thread. This I learned empirically, form trial and error. But, in the glview.c example they do the &#8220;freenect_process_events&#8221; on the main thread, and the rendering is done on the GL thread. I flipped things around a bit.</p>
<p>So in the main function I have the initialization stuff and a pthread_create to make a freenect thread:</p>
<pre class="brush: plain; title: ; notranslate">

Mat depthMat(Size(640,480),CV_16UC1),
	rgbMat(Size(640,480),CV_8UC3,Scalar(0));
pthread_t fnkt_thread;
freenect_device *f_dev;
pthread_mutex_t buf_mutex = PTHREAD_MUTEX_INITIALIZER;
freenect_context *f_ctx;
pthread_cond_t frame_cond = PTHREAD_COND_INITIALIZER;

int main(int argc, char **argv)
{
	int res;

	g_argc = argc;
	g_argv = argv;

	if (freenect_init(&amp;f_ctx, NULL) &lt; 0) {
		printf(&quot;freenect_init() failed\n&quot;);
		return 1;
	}

	freenect_set_log_level(f_ctx, FREENECT_LOG_INFO);

	int nr_devices = freenect_num_devices (f_ctx);
	printf (&quot;Number of devices found: %d\n&quot;, nr_devices);

	int user_device_number = 0;
	if (argc &gt; 1)
		user_device_number = atoi(argv[1]);

	if (nr_devices &lt; 1)
		return 1;

	if (freenect_open_device(f_ctx, &amp;f_dev, user_device_number) &lt; 0) {
		printf(&quot;Could not open device\n&quot;);
		return 1;
	}

	freenect_set_tilt_degs(f_dev,freenect_angle);
	freenect_set_led(f_dev,LED_RED);
	freenect_set_depth_callback(f_dev, depth_cb);
	freenect_set_rgb_callback(f_dev, rgb_cb);
	freenect_set_rgb_format(f_dev, FREENECT_FORMAT_RGB);
	freenect_set_depth_format(f_dev, FREENECT_FORMAT_11_BIT);

	freenect_start_depth(f_dev);
	freenect_start_rgb(f_dev);

	res = pthread_create(&amp;fnkt_thread, NULL, freenect_threadfunc, NULL);
	if (res) {
		printf(&quot;pthread_create failed\n&quot;);
		return 1;
	}

	while (!die) {
		fr++;

		imshow(&quot;rgb&quot;, rgbMat);
		depthMat.convertTo(depthf, CV_8UC1, 255.0/2048.0);
		imshow(&quot;depth&quot;,depthf);			

                 char k = cvWaitKey(5);
                 if( k == 27 ) break;
         }

	printf(&quot;-- done!\n&quot;);

	destroyWindow(&quot;rgb&quot;);
	destroyWindow(&quot;depth&quot;);

	pthread_join(fnkt_thread, NULL);
	pthread_exit(NULL);
}
</pre>
<p>The freenect thread is simply</p>
<pre class="brush: plain; title: ; notranslate">
void *freenect_threadfunc(void* arg) {
	cout &lt;&lt; &quot;freenect thread&quot;&lt;&lt;endl;
	while(!die &amp;&amp; freenect_process_events(f_ctx) &gt;= 0 ) {}
	cout &lt;&lt; &quot;freenect die&quot;&lt;&lt;endl;
	return NULL;
}
</pre>
<p>And the two callbacks need also to write into the OpenCV buffers:</p>
<pre class="brush: plain; title: ; notranslate">
void depth_cb(freenect_device *dev, freenect_depth *depth, uint32_t timestamp)
{
	pthread_mutex_lock(&amp;buf_mutex);

	//copy to ocv buf...
	memcpy(depthMat.data, depth, FREENECT_DEPTH_SIZE);

	got_frames++;
	pthread_cond_signal(&amp;frame_cond);
	pthread_mutex_unlock(&amp;buf_mutex);
}

void rgb_cb(freenect_device *dev, freenect_pixel *rgb, uint32_t timestamp)
{
	pthread_mutex_lock(&amp;buf_mutex);
	got_frames++;
	//copy to ocv_buf..
	memcpy(rgbMat.data, rgb, FREENECT_RGB_SIZE);

	pthread_cond_signal(&amp;frame_cond);
	pthread_mutex_unlock(&amp;buf_mutex);
}
</pre>
<p>And that&#8217;s all you&#8217;ll need.</p>
<p>Now go crazy with your concoction of computer vision algorithms!</p>
<p>Roy.</p>
<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Fwww.morethantechnical.com%2F2010%2F11%2F22%2Fkinect-and-opencv-2-1%2F&amp;title=Kinect%20and%20OpenCV%202.1" id="wpa2a_12"><img src="http://www.morethantechnical.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://www.morethantechnical.com/2010/11/22/kinect-and-opencv-2-1/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
	</channel>
</rss>

