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pkg/OpenFace/lib/local/Utilities/include/RotationHelpers.h
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pkg/OpenFace/lib/local/Utilities/include/RotationHelpers.h
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///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2017, Tadas Baltrusaitis all rights reserved.
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//
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// ACADEMIC OR NON-PROFIT ORGANIZATION NONCOMMERCIAL RESEARCH USE ONLY
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//
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// BY USING OR DOWNLOADING THE SOFTWARE, YOU ARE AGREEING TO THE TERMS OF THIS LICENSE AGREEMENT.
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// IF YOU DO NOT AGREE WITH THESE TERMS, YOU MAY NOT USE OR DOWNLOAD THE SOFTWARE.
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//
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// License can be found in OpenFace-license.txt
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//
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// * Any publications arising from the use of this software, including but
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// not limited to academic journal and conference publications, technical
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// reports and manuals, must cite at least one of the following works:
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//
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// OpenFace 2.0: Facial Behavior Analysis Toolkit
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// Tadas Baltrušaitis, Amir Zadeh, Yao Chong Lim, and Louis-Philippe Morency
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// in IEEE International Conference on Automatic Face and Gesture Recognition, 2018
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//
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// Convolutional experts constrained local model for facial landmark detection.
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// A. Zadeh, T. Baltrušaitis, and Louis-Philippe Morency,
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// in Computer Vision and Pattern Recognition Workshops, 2017.
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//
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// Rendering of Eyes for Eye-Shape Registration and Gaze Estimation
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// Erroll Wood, Tadas Baltrušaitis, Xucong Zhang, Yusuke Sugano, Peter Robinson, and Andreas Bulling
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// in IEEE International. Conference on Computer Vision (ICCV), 2015
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//
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// Cross-dataset learning and person-specific normalisation for automatic Action Unit detection
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// Tadas Baltrušaitis, Marwa Mahmoud, and Peter Robinson
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// in Facial Expression Recognition and Analysis Challenge,
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// IEEE International Conference on Automatic Face and Gesture Recognition, 2015
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef ROTATION_HELPERS_H
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#define ROTATION_HELPERS_H
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#include <opencv2/core/core.hpp>
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#include <opencv2/calib3d.hpp>
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namespace Utilities
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{
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//===========================================================================
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// Angle representation conversion helpers
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//===========================================================================
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// Using the XYZ convention R = Rx * Ry * Rz, left-handed positive sign
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static cv::Matx33f Euler2RotationMatrix(const cv::Vec3f& eulerAngles)
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{
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cv::Matx33f rotation_matrix;
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float s1 = sin(eulerAngles[0]);
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float s2 = sin(eulerAngles[1]);
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float s3 = sin(eulerAngles[2]);
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float c1 = cos(eulerAngles[0]);
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float c2 = cos(eulerAngles[1]);
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float c3 = cos(eulerAngles[2]);
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rotation_matrix(0, 0) = c2 * c3;
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rotation_matrix(0, 1) = -c2 *s3;
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rotation_matrix(0, 2) = s2;
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rotation_matrix(1, 0) = c1 * s3 + c3 * s1 * s2;
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rotation_matrix(1, 1) = c1 * c3 - s1 * s2 * s3;
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rotation_matrix(1, 2) = -c2 * s1;
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rotation_matrix(2, 0) = s1 * s3 - c1 * c3 * s2;
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rotation_matrix(2, 1) = c3 * s1 + c1 * s2 * s3;
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rotation_matrix(2, 2) = c1 * c2;
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return rotation_matrix;
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}
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// Using the XYZ convention R = Rx * Ry * Rz, left-handed positive sign
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static cv::Vec3f RotationMatrix2Euler(const cv::Matx33f& rotation_matrix)
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{
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float q0 = sqrt(1 + rotation_matrix(0, 0) + rotation_matrix(1, 1) + rotation_matrix(2, 2)) / 2.0f;
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float q1 = (rotation_matrix(2, 1) - rotation_matrix(1, 2)) / (4.0f*q0);
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float q2 = (rotation_matrix(0, 2) - rotation_matrix(2, 0)) / (4.0f*q0);
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float q3 = (rotation_matrix(1, 0) - rotation_matrix(0, 1)) / (4.0f*q0);
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// Slower, but dealing with degenerate cases due to precision
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float t1 = 2.0f * (q0*q2 + q1*q3);
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if (t1 > 1) t1 = 1.0f;
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if (t1 < -1) t1 = -1.0f;
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float yaw = asin(t1);
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float pitch = atan2(2.0f * (q0*q1 - q2*q3), q0*q0 - q1*q1 - q2*q2 + q3*q3);
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float roll = atan2(2.0f * (q0*q3 - q1*q2), q0*q0 + q1*q1 - q2*q2 - q3*q3);
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return cv::Vec3f(pitch, yaw, roll);
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}
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static cv::Vec3f Euler2AxisAngle(const cv::Vec3f& euler)
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{
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cv::Matx33f rotMatrix = Euler2RotationMatrix(euler);
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cv::Vec3f axis_angle;
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cv::Rodrigues(rotMatrix, axis_angle);
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return axis_angle;
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}
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static cv::Vec3f AxisAngle2Euler(const cv::Vec3f& axis_angle)
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{
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cv::Matx33f rotation_matrix;
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cv::Rodrigues(axis_angle, rotation_matrix);
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return RotationMatrix2Euler(rotation_matrix);
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}
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static cv::Matx33f AxisAngle2RotationMatrix(const cv::Vec3f& axis_angle)
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{
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cv::Matx33f rotation_matrix;
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cv::Rodrigues(axis_angle, rotation_matrix);
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return rotation_matrix;
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}
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static cv::Vec3f RotationMatrix2AxisAngle(const cv::Matx33f& rotation_matrix)
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{
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cv::Vec3f axis_angle;
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cv::Rodrigues(rotation_matrix, axis_angle);
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return axis_angle;
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}
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// Generally useful 3D functions
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static void Project(cv::Mat_<float>& dest, const cv::Mat_<float>& mesh, float fx, float fy, float cx, float cy)
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{
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dest = cv::Mat_<float>(mesh.rows, 2, 0.0);
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int num_points = mesh.rows;
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float X, Y, Z;
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cv::Mat_<float>::const_iterator mData = mesh.begin();
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cv::Mat_<float>::iterator projected = dest.begin();
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for (int i = 0; i < num_points; i++)
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{
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// Get the points
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X = *(mData++);
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Y = *(mData++);
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Z = *(mData++);
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float x;
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float y;
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// if depth is 0 the projection is different
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if (Z != 0)
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{
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x = ((X * fx / Z) + cx);
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y = ((Y * fy / Z) + cy);
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}
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else
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{
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x = X;
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y = Y;
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}
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// Project and store in dest matrix
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(*projected++) = x;
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(*projected++) = y;
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}
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}
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//===========================================================================
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// Point set and landmark manipulation functions
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//===========================================================================
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// Using Kabsch's algorithm for aligning shapes
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//This assumes that align_from and align_to are already mean normalised
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static cv::Matx22f AlignShapesKabsch2D(const cv::Mat_<float>& align_from, const cv::Mat_<float>& align_to)
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{
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cv::SVD svd(align_from.t() * align_to);
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// make sure no reflection is there
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// corr ensures that we do only rotaitons and not reflections
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double d = cv::determinant(svd.vt.t() * svd.u.t());
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cv::Matx22f corr = cv::Matx22f::eye();
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if (d > 0)
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{
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corr(1, 1) = 1;
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}
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else
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{
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corr(1, 1) = -1;
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}
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cv::Matx22f R;
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cv::Mat(svd.vt.t()*cv::Mat(corr)*svd.u.t()).copyTo(R);
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return R;
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}
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//=============================================================================
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// Basically Kabsch's algorithm but also allows the collection of points to be different in scale from each other
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static cv::Matx22f AlignShapesWithScale(cv::Mat_<float>& src, cv::Mat_<float> dst)
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{
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int n = src.rows;
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// First we mean normalise both src and dst
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float mean_src_x = (float)cv::mean(src.col(0))[0];
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float mean_src_y = (float)cv::mean(src.col(1))[0];
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float mean_dst_x = (float)cv::mean(dst.col(0))[0];
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float mean_dst_y = (float)cv::mean(dst.col(1))[0];
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cv::Mat_<float> src_mean_normed = src.clone();
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src_mean_normed.col(0) = src_mean_normed.col(0) - mean_src_x;
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src_mean_normed.col(1) = src_mean_normed.col(1) - mean_src_y;
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cv::Mat_<float> dst_mean_normed = dst.clone();
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dst_mean_normed.col(0) = dst_mean_normed.col(0) - mean_dst_x;
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dst_mean_normed.col(1) = dst_mean_normed.col(1) - mean_dst_y;
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// Find the scaling factor of each
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cv::Mat src_sq;
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cv::pow(src_mean_normed, 2, src_sq);
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cv::Mat dst_sq;
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cv::pow(dst_mean_normed, 2, dst_sq);
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float s_src = (float)sqrt(cv::sum(src_sq)[0] / n);
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float s_dst = (float)sqrt(cv::sum(dst_sq)[0] / n);
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src_mean_normed = src_mean_normed / s_src;
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dst_mean_normed = dst_mean_normed / s_dst;
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float s = s_dst / s_src;
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// Get the rotation
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cv::Matx22f R = AlignShapesKabsch2D(src_mean_normed, dst_mean_normed);
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cv::Matx22f A;
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cv::Mat(s * R).copyTo(A);
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//cv::Mat_<float> aligned = (cv::Mat(cv::Mat(A) * src.t())).t();
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//cv::Mat_<float> offset = dst - aligned;
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//float t_x = cv::mean(offset.col(0))[0];
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//float t_y = cv::mean(offset.col(1))[0];
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return A;
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}
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}
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#endif // ROTATION_HELPERS_H
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