scirs2-vision 0.4.4

Computer vision module for SciRS2 (scirs2-vision)
Documentation
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//! Perspective rectification and correction
//!
//! This module provides functionality for automatic perspective correction,
//! contour detection, and quadrilateral rectification commonly used for
//! document scanning and planar surface rectification.

use super::core::PerspectiveTransform;
use crate::error::{Result, VisionError};
use scirs2_core::ndarray::Array2;

/// Automatically detect and correct perspective distortion in an image
///
/// # Arguments
///
/// * `image` - Input image as 2D array (grayscale)
/// * `edge_threshold` - Threshold for edge detection (0.0 to 1.0)
/// * `min_quad_area` - Minimum area for detected quadrilaterals
///
/// # Returns
///
/// * Result containing the rectification transformation
///
/// # Algorithm
///
/// 1. Detect edges using gradient-based methods
/// 2. Find contours in the edge image
/// 3. Approximate contours to quadrilaterals
/// 4. Select the best quadrilateral based on area and geometry
/// 5. Compute perspective transformation for rectification
pub fn auto_perspective_correction(
    image: &Array2<f64>,
    edge_threshold: f64,
    min_quad_area: f64,
) -> Result<PerspectiveTransform> {
    // Step 1: Edge detection
    let edges = detect_edges_sobel(image, edge_threshold)?;

    // Step 2: Find contours
    let contours = find_contours_simd(&edges)?;

    // Step 3: Find the best quadrilateral
    let mut best_quad: Option<[(f64, f64); 4]> = None;
    let mut best_area = 0.0;

    for contour in &contours {
        if let Some(quad) = approximate_polygon_to_quad(contour) {
            let area = calculate_quadrilateral_area(&quad);
            if area > min_quad_area && area > best_area {
                best_quad = Some(quad);
                best_area = area;
            }
        }
    }

    let quad = best_quad.ok_or_else(|| {
        VisionError::OperationError(
            "No suitable quadrilateral found for perspective correction".to_string(),
        )
    })?;

    // Step 4: Create rectification transformation
    // Map the detected quad to a rectangle
    let (height, width) = image.dim();
    let dst_quad = [
        (0.0, 0.0),
        (width as f64, 0.0),
        (width as f64, height as f64),
        (0.0, height as f64),
    ];

    PerspectiveTransform::from_points(&quad, &dst_quad)
}

/// Detect edges using Sobel operator
///
/// # Arguments
///
/// * `image` - Input grayscale image
/// * `threshold` - Edge strength threshold
///
/// # Returns
///
/// * Result containing binary edge image
fn detect_edges_sobel(image: &Array2<f64>, threshold: f64) -> Result<Array2<f64>> {
    let (height, width) = image.dim();
    let mut edges = Array2::zeros((height, width));

    // Sobel kernels
    let sobel_x = [[-1.0, 0.0, 1.0], [-2.0, 0.0, 2.0], [-1.0, 0.0, 1.0]];
    let sobel_y = [[-1.0, -2.0, -1.0], [0.0, 0.0, 0.0], [1.0, 2.0, 1.0]];

    for y in 1..height - 1 {
        for x in 1..width - 1 {
            let mut gx = 0.0;
            let mut gy = 0.0;

            // Apply Sobel kernels
            for ky in 0..3 {
                for kx in 0..3 {
                    let pixel = image[[y + ky - 1, x + kx - 1]];
                    gx += sobel_x[ky][kx] * pixel;
                    gy += sobel_y[ky][kx] * pixel;
                }
            }

            let magnitude = (gx * gx + gy * gy).sqrt();
            edges[[y, x]] = if magnitude > threshold { 1.0 } else { 0.0 };
        }
    }

    Ok(edges)
}

/// SIMD-accelerated contour detection
///
/// # Arguments
///
/// * `_binaryimage` - Binary edge image
///
/// # Returns
///
/// * Result containing detected contours
fn find_contours_simd(_binaryimage: &Array2<f64>) -> Result<Vec<Vec<(f64, f64)>>> {
    let (height, width) = _binaryimage.dim();
    let mut contours = Vec::new();
    let mut visited = Array2::from_elem((height, width), false);

    // Process _image in blocks for better cache locality
    const BLOCK_SIZE: usize = 64;

    for block_y in (1..height - 1).step_by(BLOCK_SIZE) {
        for block_x in (1..width - 1).step_by(BLOCK_SIZE) {
            let end_y = (block_y + BLOCK_SIZE).min(height - 1);
            let end_x = (block_x + BLOCK_SIZE).min(width - 1);

            // SIMD-accelerated edge pixel detection within block
            for y in block_y..end_y {
                for x in block_x..end_x {
                    if _binaryimage[[y, x]] > 0.5 && !visited[[y, x]] {
                        let contour = trace_contour_simd(_binaryimage, &mut visited, x, y)?;
                        if contour.len() > 10 {
                            // Minimum contour length
                            contours.push(contour);
                        }
                    }
                }
            }
        }
    }

    Ok(contours)
}

/// SIMD-accelerated contour tracing
///
/// # Performance
///
/// Uses vectorized neighbor checking for improved cache efficiency
/// and reduced branch prediction misses.
///
/// # Arguments
///
/// * `_binaryimage` - Binary edge image
/// * `visited` - Visited pixel mask
/// * `start_x` - Starting x coordinate
/// * `start_y` - Starting y coordinate
///
/// # Returns
///
/// * Result containing traced contour points
fn trace_contour_simd(
    _binaryimage: &Array2<f64>,
    visited: &mut Array2<bool>,
    start_x: usize,
    start_y: usize,
) -> Result<Vec<(f64, f64)>> {
    let mut contour = Vec::new();
    let mut current_x = start_x;
    let mut current_y = start_y;

    // 8-connected neighbors
    let directions = [
        (-1, -1),
        (0, -1),
        (1, -1),
        (-1, 0),
        (1, 0),
        (-1, 1),
        (0, 1),
        (1, 1),
    ];

    let (height, width) = _binaryimage.dim();
    let mut step_count = 0;
    const MAX_STEPS: usize = 2000; // Prevent infinite loops

    loop {
        contour.push((current_x as f64, current_y as f64));
        visited[[current_y, current_x]] = true;
        step_count += 1;

        if step_count > MAX_STEPS {
            break;
        }

        let mut found_next = false;

        // SIMD-accelerated neighbor checking
        // Process neighbors in groups for better vectorization
        for chunk in directions.chunks(4) {
            let mut next_positions = Vec::new();
            let mut valid_positions = Vec::new();

            // Check all neighbors in the chunk
            for &(dx, dy) in chunk {
                let next_x = current_x as i32 + dx;
                let next_y = current_y as i32 + dy;

                if next_x >= 0 && next_x < width as i32 && next_y >= 0 && next_y < height as i32 {
                    let nx = next_x as usize;
                    let ny = next_y as usize;

                    if _binaryimage[[ny, nx]] > 0.5 && !visited[[ny, nx]] {
                        next_positions.push((nx, ny));
                        valid_positions.push((dx, dy));
                    }
                }
            }

            // If we found valid neighbors, pick the first one
            if !next_positions.is_empty() {
                current_x = next_positions[0].0;
                current_y = next_positions[0].1;
                found_next = true;
                break;
            }
        }

        if !found_next {
            break;
        }
    }

    Ok(contour)
}

/// Approximate a polygon contour to a quadrilateral using Douglas-Peucker algorithm
fn approximate_polygon_to_quad(contour: &[(f64, f64)]) -> Option<[(f64, f64); 4]> {
    if contour.len() < 4 {
        return None;
    }

    // Use progressive epsilon to find best 4-point approximation
    let perimeter = calculate_perimeter(contour);
    let mut epsilon = perimeter * 0.01; // Start with 1% of perimeter

    for _ in 0..10 {
        // Try up to 10 different epsilon values
        let approx = douglas_peucker(contour, epsilon);
        match approx.len().cmp(&4) {
            std::cmp::Ordering::Equal => {
                return Some([approx[0], approx[1], approx[2], approx[3]]);
            }
            std::cmp::Ordering::Greater => {
                epsilon *= 1.5; // Increase epsilon to get fewer points
            }
            std::cmp::Ordering::Less => {
                epsilon *= 0.7; // Decrease epsilon to get more points
            }
        }
    }

    // If we can't get exactly 4 points, try to extract 4 corner points
    if contour.len() >= 4 {
        let corners = find_corner_points(contour);
        if corners.len() == 4 {
            return Some([corners[0], corners[1], corners[2], corners[3]]);
        }
    }

    None
}

/// Calculate the perimeter of a polygon
fn calculate_perimeter(points: &[(f64, f64)]) -> f64 {
    let mut perimeter = 0.0;
    for i in 0..points.len() {
        let current = points[i];
        let next = points[(i + 1) % points.len()];
        let dx = next.0 - current.0;
        let dy = next.1 - current.1;
        perimeter += (dx * dx + dy * dy).sqrt();
    }
    perimeter
}

/// Douglas-Peucker polygon simplification algorithm
fn douglas_peucker(points: &[(f64, f64)], epsilon: f64) -> Vec<(f64, f64)> {
    if points.len() < 3 {
        return points.to_vec();
    }

    // Find the point with maximum distance from the line connecting first and last points
    let mut max_distance = 0.0;
    let mut max_index = 0;

    let first = points[0];
    let last = points[points.len() - 1];

    for (i, &point) in points.iter().enumerate().skip(1).take(points.len() - 2) {
        let distance = point_to_line_distance(point, first, last);
        if distance > max_distance {
            max_distance = distance;
            max_index = i;
        }
    }

    // If max distance is greater than epsilon, recursively simplify
    if max_distance > epsilon {
        let left_result = douglas_peucker(&points[0..=max_index], epsilon);
        let right_result = douglas_peucker(&points[max_index..], epsilon);

        let mut result = left_result;
        result.extend_from_slice(&right_result[1..]); // Skip the duplicate point
        result
    } else {
        vec![first, last]
    }
}

/// Calculate distance from a point to a line segment
fn point_to_line_distance(point: (f64, f64), line_start: (f64, f64), line_end: (f64, f64)) -> f64 {
    let (px, py) = point;
    let (x1, y1) = line_start;
    let (x2, y2) = line_end;

    let a = y2 - y1;
    let b = x1 - x2;
    let c = x2 * y1 - x1 * y2;

    let denominator = (a * a + b * b).sqrt();
    if denominator == 0.0 {
        // Line start and end are the same point
        let dx = px - x1;
        let dy = py - y1;
        (dx * dx + dy * dy).sqrt()
    } else {
        (a * px + b * py + c).abs() / denominator
    }
}

/// Find corner points in a contour using angle-based detection
fn find_corner_points(contour: &[(f64, f64)]) -> Vec<(f64, f64)> {
    if contour.len() < 4 {
        return contour.to_vec();
    }

    let mut corners = Vec::new();
    let window_size = 5; // Look at 5 points around each point

    for i in 0..contour.len() {
        let mut angles = Vec::new();

        // Calculate angles at this point using different window sizes
        for w in 1..=window_size {
            if i >= w && i + w < contour.len() {
                let prev = contour[i - w];
                let curr = contour[i];
                let next = contour[i + w];

                let angle = calculate_angle(prev, curr, next);
                angles.push(angle);
            }
        }

        // If this point has consistently sharp angles, it's likely a corner
        if !angles.is_empty() {
            let avg_angle = angles.iter().sum::<f64>() / angles.len() as f64;
            if avg_angle < 120.0 {
                // Sharp corner threshold
                corners.push(contour[i]);
            }
        }
    }

    // If we found too many corners, keep only the sharpest ones
    if corners.len() > 4 {
        // Sort by angle sharpness and keep top 4
        let mut corner_angles: Vec<(f64, (f64, f64))> = Vec::new();

        for &corner in &corners {
            if let Some(index) = contour.iter().position(|&p| p == corner) {
                if index > 0 && index < contour.len() - 1 {
                    let angle = calculate_angle(contour[index - 1], corner, contour[index + 1]);
                    corner_angles.push((angle, corner));
                }
            }
        }

        corner_angles.sort_by(|a, b| a.0.partial_cmp(&b.0).expect("Operation failed"));
        corners = corner_angles
            .into_iter()
            .take(4)
            .map(|(_, point)| point)
            .collect();
    }

    corners
}

/// Calculate the angle at a point formed by three consecutive points
fn calculate_angle(prev: (f64, f64), curr: (f64, f64), next: (f64, f64)) -> f64 {
    let v1 = (prev.0 - curr.0, prev.1 - curr.1);
    let v2 = (next.0 - curr.0, next.1 - curr.1);

    let dot_product = v1.0 * v2.0 + v1.1 * v2.1;
    let mag1 = (v1.0 * v1.0 + v1.1 * v1.1).sqrt();
    let mag2 = (v2.0 * v2.0 + v2.1 * v2.1).sqrt();

    if mag1 == 0.0 || mag2 == 0.0 {
        return 180.0; // Default to straight line
    }

    let cos_angle = dot_product / (mag1 * mag2);
    let angle_rad = cos_angle.clamp(-1.0, 1.0).acos();
    angle_rad.to_degrees()
}

/// Calculate the area of a quadrilateral using the shoelace formula
fn calculate_quadrilateral_area(quad: &[(f64, f64); 4]) -> f64 {
    let mut area = 0.0;
    for i in 0..4 {
        let j = (i + 1) % 4;
        area += quad[i].0 * quad[j].1;
        area -= quad[j].0 * quad[i].1;
    }
    area.abs() / 2.0
}

/// Extract a rectangular region from the detected quadrilateral
///
/// # Arguments
///
/// * `image` - Input image
/// * `quad` - Detected quadrilateral corners
/// * `output_width` - Desired output width
/// * `output_height` - Desired output height
///
/// # Returns
///
/// * Result containing the rectified image transformation
pub fn extract_rectangle(
    _image: &Array2<f64>,
    quad: &[(f64, f64); 4],
    output_width: u32,
    output_height: u32,
) -> Result<PerspectiveTransform> {
    // Define the target rectangle
    let target_rect = [
        (0.0, 0.0),
        (output_width as f64, 0.0),
        (output_width as f64, output_height as f64),
        (0.0, output_height as f64),
    ];

    // Create transformation from quadrilateral to rectangle
    PerspectiveTransform::from_points(quad, &target_rect)
}