/*
 * Copyright (c) 2011-2014, Peter Abeles. All Rights Reserved.
 *
 * This file is part of BoofCV (http://boofcv.org).
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package boofcv.alg.geo;

import georegression.geometry.GeometryMath_F64;
import georegression.struct.point.Vector3D_F64;
import georegression.struct.se.Se3_F64;
import org.ejml.alg.dense.decomposition.svd.SafeSvd;
import org.ejml.data.DenseMatrix64F;
import org.ejml.factory.DecompositionFactory;
import org.ejml.interfaces.decomposition.SingularValueDecomposition;
import org.ejml.ops.CommonOps;
import org.ejml.ops.SingularOps;

import java.util.ArrayList;
import java.util.List;

/**
 * 

* Decomposes a homography matrix to extract its internal geometric structure. There are four possible solutions, * with two that are physically possible. The physically possible solution can be found by imposing a positive * depth constraint. See {@link PositiveDepthConstraintCheck} for details on how to do that. *

* *

* A homography matrix is defined as H = (R + (1/d)*T*NT), where R is a 3x3 rotation matrix, * d is the distance of the plane, N is the plane's normal, T is the translation vector. The decomposition * works by computing the SVD of HTH and the following the procedure outlines in [1]. *

* *

* The input homography is assumed to be from view 'a' to view 'b'. Then the resulting transform (R,T) is the * transform from view 'a' to view 'b' *

* *

* "An Invitation to 3-D Vision" 1st edition page 137. *

* * @author Peter Abeles */ public class DecomposeHomography { private SingularValueDecomposition svd = DecompositionFactory.svd(3, 3, false, true, false); // storage for the four possible solutions // Camera motion part of the solution List solutionsSE = new ArrayList(); // normal of the plane List solutionsN = new ArrayList(); // used for internal house keeping during decomposition Vector3D_F64 u1 = new Vector3D_F64(); Vector3D_F64 u2 = new Vector3D_F64(); Vector3D_F64 v2 = new Vector3D_F64(); Vector3D_F64 tempV = new Vector3D_F64(); DenseMatrix64F W1 = new DenseMatrix64F(3,3); DenseMatrix64F W2 = new DenseMatrix64F(3,3); DenseMatrix64F U1 = new DenseMatrix64F(3,3); DenseMatrix64F U2 = new DenseMatrix64F(3,3); DenseMatrix64F Hv2 = new DenseMatrix64F(3,3); DenseMatrix64F tempM = new DenseMatrix64F(3,3); public DecomposeHomography() { for( int i = 0; i < 4; i++ ) { solutionsN.add( new Vector3D_F64() ); solutionsSE.add( new Se3_F64() ); } // insure that the inputs are not modified svd = new SafeSvd(DecompositionFactory.svd(3, 3, false, true, false)); } /** * Decomposed the provided homography matrix into its R,T/d,N components. Four * solutions will be produced and can be accessed with {@link #getSolutionsN()} and * {@link #getSolutionsSE()}. * * @param H Homography matrix. Not modified. */ public void decompose( DenseMatrix64F H ) { if( !svd.decompose(H) ) throw new RuntimeException("SVD failed somehow"); DenseMatrix64F V = svd.getV(null,false); DenseMatrix64F S = svd.getW(null); SingularOps.descendingOrder(null,false,S, V,false); // COMMENT: The smallest singular value should be zero so I'm not sure why // that is not assumed here. Seen the same strategy done in a few papers // Maybe that really isn't always the case? double s0 = S.get(0,0)*S.get(0,0); // the middle singular value is known to be one double s2 = S.get(2,2)*S.get(2,2); v2.set(V.get(0,1),V.get(1,1),V.get(2,1)); double a = Math.sqrt(1-s2); double b = Math.sqrt(s0-1); double div = Math.sqrt(s0-s2); for( int i = 0; i < 3; i++ ) { double e1 = (a*V.get(i,0) + b*V.get(i,2))/div; double e2 = (a*V.get(i,0) - b*V.get(i,2))/div; u1.setIndex(i,e1); u2.setIndex(i,e2); } setU(U1, v2, u1); setU(U2, v2, u2); setW(W1, H , v2, u1); setW(W2, H , v2, u2); // create the four solutions createSolution(W1, U1, u1,H,solutionsSE.get(0), solutionsN.get(0)); createSolution(W2, U2, u2,H,solutionsSE.get(1), solutionsN.get(1)); createMirrorSolution(0,2); createMirrorSolution(1,3); } /** *

* Returns the camera motion part of the solution. Note that se.T=(1/d)T *

*

* WARNING: Data is reused each time decompose is called. *

* @return Set of rigid body camera motions */ public List getSolutionsSE() { return solutionsSE; } /** *

* Returns the normal of the plane part of the solution *

*

* WARNING: Data is reused each time decompose is called. *

* @return Set of plane normals */ public List getSolutionsN() { return solutionsN; } /** * U=[a,b,hat(a)*b] */ private void setU( DenseMatrix64F U, Vector3D_F64 a , Vector3D_F64 b ) { setColumn(U, 0, a); setColumn(U, 1, b); GeometryMath_F64.cross(a, b, tempV); setColumn(U, 2, tempV); } /** * W=[H*a,H*b,hat(H*a)*H*b] */ private void setW( DenseMatrix64F W, DenseMatrix64F H , Vector3D_F64 a , Vector3D_F64 b ) { GeometryMath_F64.mult(H,b, tempV); setColumn(W,1, tempV); GeometryMath_F64.mult(H,a, tempV); setColumn(W,0, tempV); GeometryMath_F64.crossMatrix(tempV,Hv2); CommonOps.mult(Hv2,H,tempM); GeometryMath_F64.mult(tempM,b, tempV); setColumn(W,2, tempV); } private void setColumn( DenseMatrix64F U , int column , Vector3D_F64 a ) { U.set(0, column, a.x); U.set(1, column, a.y); U.set(2, column, a.z); } /** * R = W*U^T * N = v2 cross u * (1/d)*T = (H-R)*N */ private void createSolution( DenseMatrix64F W , DenseMatrix64F U , Vector3D_F64 u , DenseMatrix64F H , Se3_F64 se , Vector3D_F64 N ) { CommonOps.multTransB(W,U,se.getR()); GeometryMath_F64.cross(v2,u,N); CommonOps.subtract(H, se.getR(), tempM); GeometryMath_F64.mult(tempM,N,se.getT()); } private void createMirrorSolution( int origIndex , int index ) { Se3_F64 origSE = solutionsSE.get(origIndex); Vector3D_F64 origN = solutionsN.get(origIndex); Se3_F64 se = solutionsSE.get(index); Vector3D_F64 N = solutionsN.get(index); se.getR().set(origSE.getR()); N.x = -origN.x; N.y = -origN.y; N.z = -origN.z; Vector3D_F64 origT = origSE.getT(); Vector3D_F64 T = se.getT(); T.x = -origT.x; T.y = -origT.y; T.z = -origT.z; } }

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