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use crate::{Bearing, CameraPoint, FeatureMatch, FeatureWorldMatch, Skew3, WorldPoint}; use derive_more::{AsMut, AsRef, Deref, DerefMut, From, Into}; use nalgebra::{ IsometryMatrix3, Matrix3, Matrix3x2, Matrix6x2, Matrix6x3, Point3, Rotation3, Vector3, SVD, }; use num_traits::Float; use sample_consensus::Model; /// This contains a world pose, which is a pose of the world relative to the camera. /// This maps [`WorldPoint`] into [`CameraPoint`], changing an absolute position into /// a vector relative to the camera. #[derive(Debug, Clone, Copy, PartialEq, AsMut, AsRef, Deref, DerefMut, From, Into)] pub struct WorldPose(pub IsometryMatrix3<f64>); impl<P> Model<FeatureWorldMatch<P>> for WorldPose where P: Bearing, { fn residual(&self, data: &FeatureWorldMatch<P>) -> f32 { let WorldPose(iso) = *self; let FeatureWorldMatch(feature, world) = data; let new_bearing = (iso * world.coords).normalize(); let bearing_vector = feature.bearing(); (1.0 - bearing_vector.dot(&new_bearing)) as f32 } } impl WorldPose { /// Projects the [`WorldPoint`] into camera space as a [`CameraPoint`]. pub fn transform(&self, WorldPoint(point): WorldPoint) -> CameraPoint { let WorldPose(iso) = *self; CameraPoint(iso * point) } /// Computes the Jacobian of the projection in respect to the `WorldPose`. /// /// The Jacobian is in the format: /// ```no_build,no_run /// | dx/dtx dy/dPx | /// | dx/dty dy/dPy | /// | dx/dtz dy/dPz | /// | dx/dwx dy/dwx | /// | dx/dwy dy/dwy | /// | dx/dwz dy/dwz | /// ``` /// /// Where `t` refers to the translation vector and /// `w` refers to the log map of the rotation in so(3). #[rustfmt::skip] pub fn projection_pose_jacobian(&self, point: WorldPoint) -> Matrix6x2<f64> { // Rotated point (intermediate output) let pr = (self.0.rotation * point.0).coords; // Camera point/rotated and translated point (intermediate output) let pc = (self.0 * point.0).coords; // dP/dT (Jacobian of camera point in respect to translation component) let dp_dt = Matrix3::<f64>::identity(); // dP/dR let dp_dr = Skew3::jacobian_output_to_self(pr); // dP/dT,Q (Jacobian of 3d camera point in respect to translation and quaternion) let dp_dtq = Matrix6x3::<f64>::from_rows(&[ dp_dt.row(0), dp_dt.row(1), dp_dt.row(2), dp_dr.row(0), dp_dr.row(1), dp_dr.row(2), ]); // 1 / pz let pcz = pc.z.recip(); // - 1 / pz^2 let npcz2 = -(pcz * pcz); // dK/dp (Jacobian of normalized image coordinate in respect to 3d camera point) let dk_dp = Matrix3x2::new( pcz, 0.0, 0.0, pcz, npcz2, npcz2, ); dp_dtq * dk_dp } } impl From<CameraPose> for WorldPose { fn from(camera: CameraPose) -> Self { Self(camera.inverse()) } } /// This contains a camera pose, which is a pose of the camera relative to the world. /// This transforms camera points (with depth as `z`) into world coordinates. /// This also tells you where the camera is located and oriented in the world. #[derive(Debug, Clone, Copy, PartialEq, AsMut, AsRef, Deref, DerefMut, From, Into)] pub struct CameraPose(pub IsometryMatrix3<f64>); impl From<WorldPose> for CameraPose { fn from(world: WorldPose) -> Self { Self(world.inverse()) } } /// This contains a relative pose, which is a pose that transforms the [`CameraPoint`] /// of one image into the corresponding [`CameraPoint`] of another image. This transforms /// the point from the camera space of camera `A` to camera `B`. /// /// Camera space for a given camera is defined as thus: /// /// * Origin is the optical center /// * Positive z axis is forwards /// * Positive y axis is up /// * Positive x axis is right /// /// Note that this is a left-handed coordinate space. #[derive(Debug, Clone, Copy, PartialEq, AsMut, AsRef, Deref, DerefMut, From, Into)] pub struct RelativeCameraPose(pub IsometryMatrix3<f64>); impl RelativeCameraPose { /// Create the pose from rotation and translation. pub fn from_parts(rotation: Rotation3<f64>, translation: Vector3<f64>) -> Self { Self(IsometryMatrix3::from_parts(translation.into(), rotation)) } /// The relative pose transforms the point in camera space from camera `A` to camera `B`. pub fn transform(&self, CameraPoint(point): CameraPoint) -> CameraPoint { let Self(iso) = *self; CameraPoint(iso * point) } /// Generates an essential matrix corresponding to this relative camera pose. /// /// If a point `a` is transformed using [`RelativeCameraPose::transform`] into /// a point `b`, then the essential matrix returned by this method will /// give a residual of approximately `0.0` when you call /// `essential.residual(&FeatureMatch(a, b))`. /// /// See the documentation of [`EssentialMatrix`] for more information. pub fn essential_matrix(&self) -> EssentialMatrix { EssentialMatrix(self.0.translation.vector.cross_matrix() * *self.0.rotation.matrix()) } } /// This stores a [`RelativeCameraPose`] that has not had its translation scaled. /// /// The translation for an unscaled relative camera pose should allow the /// triangulation of correspondences to lie in front of both cameras. /// Aside from that case, the relative pose contained inside should only /// be used to initialize a reconstruction with unknown scale. #[derive(Debug, Clone, Copy, PartialEq, AsMut, AsRef, Deref, DerefMut, From, Into)] pub struct UnscaledRelativeCameraPose(pub RelativeCameraPose); /// This stores an essential matrix, which is satisfied by the following constraint: /// /// transpose(x') * E * x = 0 /// /// Where `x'` and `x` are homogeneous normalized image coordinates. You can get a /// homogeneous normalized image coordinate by appending `1.0` to a `NormalizedKeyPoint`. /// /// The essential matrix embodies the epipolar constraint between two images. Given that light /// travels in a perfectly straight line (it will not, but for short distances it mostly does) /// and assuming a pinhole camera model, for any point on the camera sensor, the light source /// for that point exists somewhere along a line extending out from the bearing (direction /// of travel) of that point. For a normalized image coordinate, that bearing is `(x, y, 1.0)`. /// That is because normalized image coordinates exist on a virtual plane (the sensor) /// a distance `z = 1.0` from the optical center (the location of the focal point) where /// the unit of distance is the focal length. In epipolar geometry, the point on the virtual /// plane pointing towards the second camera is called an epipole. The line through the image /// created by the projected points is called an epipolar line, and it extends from the epipole. /// /// If you look at every point along a projection out of the camera, each one of those points would /// project onto the epipolar line on the camera sensor of another image. /// If you traced every point along the projection to where it would appear on the sensor /// of the camera (projection of the 3d points into normalized image coordinates), then /// the points would form the epipolar line. This means that you can draw epipolar lines /// so long as the projection does not pass through the optical center of both cameras. /// However, that situation is usually impossible, as one camera would be obscuring the feature /// for the other camera. /// /// The essential matrix makes it possible to create a vector that is perpendicular to all /// bearings that are formed from the epipolar line on the second image's sensor. This is /// done by computing `E * x`, where `x` is a homogeneous normalized image coordinate /// from the first image. The transpose of the resulting vector then has a dot product /// with the transpose of the second image coordinate `x'` which is equal to `0.0`. /// This can be written as: /// /// ```text /// dot(transpose(E * x), x') = 0 /// ``` /// /// This can be re-written into the form given above: /// /// ```text /// transpose(x') * E * x = 0 /// ``` /// /// Where the first operation creates a pependicular vector to the epipoles on the first image /// and the second takes the dot product which should result in 0. /// /// With a `EssentialMatrix`, you can retrieve the rotation and translation given /// one normalized image coordinate and one bearing that is scaled to the depth /// of the point relative to the current reconstruction. This kind of point can be computed /// using [`WorldPose::transform`] to convert a [`WorldPoint`] to a [`CameraPoint`]. #[derive(Debug, Clone, Copy, PartialEq, PartialOrd, AsMut, AsRef, Deref, DerefMut, From, Into)] pub struct EssentialMatrix(pub Matrix3<f64>); impl<P> Model<FeatureMatch<P>> for EssentialMatrix where P: Bearing, { fn residual(&self, data: &FeatureMatch<P>) -> f32 { let Self(mat) = *self; let FeatureMatch(a, b) = data; let normalized = |p: &P| { let p = p.bearing_unnormalized(); p / p.z }; // The result is a 1x1 matrix which we must get element 0 from. Float::abs((normalized(b).transpose() * mat * normalized(a))[0] as f32) } } impl EssentialMatrix { /// Can be used to enforce the constraints of an essential matrix to fix it. /// /// This finds the closest essential matrix in frobenius form. This just means /// that the two singular values are averaged and the null singular value is /// forced to zero. pub fn recondition(self, epsilon: f64, max_iterations: usize) -> Option<Self> { let old_svd = self.try_svd(true, true, epsilon, max_iterations)?; // We need to sort the singular values in the SVD. let mut sources = [0, 1, 2]; sources.sort_unstable_by_key(|&ix| float_ord::FloatOrd(-old_svd.singular_values[ix])); let mut svd = old_svd; for (dest, &source) in sources.iter().enumerate() { svd.singular_values[dest] = old_svd.singular_values[source]; svd.u .as_mut() .unwrap() .column_mut(dest) .copy_from(&old_svd.u.as_ref().unwrap().column(source)); svd.v_t .as_mut() .unwrap() .row_mut(dest) .copy_from(&old_svd.v_t.as_ref().unwrap().row(source)); } // Now that the singular values are sorted, find the closest // essential matrix to E in frobenius form. // This consists of averaging the two non-zero singular values // and zeroing out the near-zero singular value. svd.singular_values[2] = 0.0; let new_singular = (svd.singular_values[0] + svd.singular_values[1]) / 2.0; svd.singular_values[0] = new_singular; svd.singular_values[1] = new_singular; // Cannot fail because we asked for both U and V* on decomp. let mat = svd.recompose().unwrap(); Some(Self(mat)) } /// Returns two possible rotations for the essential matrix along with a translation /// bearing of arbitrary length. The translation bearing is not yet in the correct /// space and the inverse rotation (transpose) must be multiplied by the translation /// bearing to make the translation bearing be post-rotation. The translation's length /// is unknown and of unknown sign and must be solved for by using a prior. /// /// `epsilon` is the threshold by which the singular value decomposition is considered /// complete. Making this smaller may improve the precision. It is recommended to /// set this to no higher than `1e-6`. /// /// `max_iterations` is the maximum number of iterations that singular value decomposition /// will run on this matrix. Use this in soft realtime systems to cap the execution time. /// A `max_iterations` of `0` may execute indefinitely and is not recommended. /// /// ``` /// # use cv_core::RelativeCameraPose; /// # use cv_core::nalgebra::{IsometryMatrix3, Rotation3, Vector3}; /// let pose = RelativeCameraPose(IsometryMatrix3::from_parts( /// Vector3::new(-0.8, 0.4, 0.5).into(), /// Rotation3::from_euler_angles(0.2, 0.3, 0.4), /// )); /// // Get the possible poses for the essential matrix created from `pose`. /// let (rot_a, rot_b, t) = pose.essential_matrix().possible_rotations_unscaled_translation(1e-6, 50).unwrap(); /// // Compute residual rotations. /// let a_res = rot_a.rotation_to(&pose.rotation).angle(); /// let b_res = rot_b.rotation_to(&pose.rotation).angle(); /// let a_close = a_res < 1e-4; /// let b_close = b_res < 1e-4; /// // At least one rotation is correct. /// assert!(a_close || b_close); /// // The translation points in the same (or reverse) direction /// let t_res = 1.0 - t.normalize().dot(&pose.translation.vector.normalize()).abs(); /// assert!(t_res < 1e-4); /// ``` pub fn possible_rotations_unscaled_translation( &self, epsilon: f64, max_iterations: usize, ) -> Option<(Rotation3<f64>, Rotation3<f64>, Vector3<f64>)> { let Self(essential) = *self; let essential = essential; // `W` from https://en.wikipedia.org/wiki/Essential_matrix#Finding_one_solution. let w = Matrix3::new(0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); // Transpose of `W` from https://en.wikipedia.org/wiki/Essential_matrix#Finding_one_solution. let wt = w.transpose(); // Perform SVD. let svd = SVD::try_new(essential, true, true, epsilon, max_iterations); // Extract only the U and V matrix from the SVD. let u_v_t = svd.map(|svd| { if let SVD { u: Some(u), v_t: Some(v_t), singular_values, } = svd { // Sort the singular vectors in U and V*. let mut sources: [usize; 3] = [0, 1, 2]; sources.sort_unstable_by_key(|&ix| float_ord::FloatOrd(-singular_values[ix])); let mut sorted_u = Matrix3::zeros(); let mut sorted_v_t = Matrix3::zeros(); for (&ix, mut column) in sources.iter().zip(sorted_u.column_iter_mut()) { column.copy_from(&u.column(ix)); } for (&ix, mut row) in sources.iter().zip(sorted_v_t.row_iter_mut()) { row.copy_from(&v_t.row(ix)); } (sorted_u, sorted_v_t) } else { panic!("Didn't get U and V matrix in SVD"); } }); // Force the determinants to be positive. This is done to ensure the // handedness of the rotation matrix is correct. let u_v_t = u_v_t.map(|(mut u, mut v_t)| { // Last column of U is undetermined since d = (a a 0). if u.determinant() < 0.0 { for n in u.column_mut(2).iter_mut() { *n *= -1.0; } } // Last row of Vt is undetermined since d = (a a 0). if v_t.determinant() < 0.0 { for n in v_t.row_mut(2).iter_mut() { *n *= -1.0; } } // Return positive determinant U and V*. (u, v_t) }); // Compute the possible rotations and the bearing with no normalization. u_v_t.map(|(u, v_t)| { ( Rotation3::from_matrix_unchecked(u * w * v_t), Rotation3::from_matrix_unchecked(u * wt * v_t), u.column(2).into_owned(), ) }) } /// See [`EssentialMatrix::possible_rotations_unscaled_translation`]. /// /// This returns only the two rotations that are possible. /// /// ``` /// # use cv_core::RelativeCameraPose; /// # use cv_core::nalgebra::{IsometryMatrix3, Rotation3, Vector3}; /// let pose = RelativeCameraPose(IsometryMatrix3::from_parts( /// Vector3::new(-0.8, 0.4, 0.5).into(), /// Rotation3::from_euler_angles(0.2, 0.3, 0.4), /// )); /// // Get the possible rotations for the essential matrix created from `pose`. /// let rbs = pose.essential_matrix().possible_rotations(1e-6, 50).unwrap(); /// let one_correct = rbs.iter().any(|&rot| { /// let angle_residual = rot.rotation_to(&pose.rotation).angle(); /// angle_residual < 1e-4 /// }); /// assert!(one_correct); /// ``` pub fn possible_rotations( &self, epsilon: f64, max_iterations: usize, ) -> Option<[Rotation3<f64>; 2]> { self.possible_rotations_unscaled_translation(epsilon, max_iterations) .map(|(rot_a, rot_b, _)| [rot_a, rot_b]) } /// See [`EssentialMatrix::possible_rotations_unscaled_translation`]. /// /// This returns the rotations and their corresponding post-rotation translation bearing. /// /// ``` /// # use cv_core::RelativeCameraPose; /// # use cv_core::nalgebra::{IsometryMatrix3, Rotation3, Vector3}; /// let pose = RelativeCameraPose(IsometryMatrix3::from_parts( /// Vector3::new(-0.8, 0.4, 0.5).into(), /// Rotation3::from_euler_angles(0.2, 0.3, 0.4), /// )); /// // Get the possible poses for the essential matrix created from `pose`. /// let rbs = pose.essential_matrix().possible_unscaled_poses(1e-6, 50).unwrap(); /// let one_correct = rbs.iter().any(|&upose| { /// let angle_residual = /// upose.rotation.rotation_to(&pose.rotation).angle(); /// let translation_residual = /// 1.0 - upose.translation.vector.normalize() /// .dot(&pose.translation.vector.normalize()); /// angle_residual < 1e-4 && translation_residual < 1e-4 /// }); /// assert!(one_correct); /// ``` pub fn possible_unscaled_poses( &self, epsilon: f64, max_iterations: usize, ) -> Option<[UnscaledRelativeCameraPose; 4]> { self.possible_rotations_unscaled_translation(epsilon, max_iterations) .map(|(rot_a, rot_b, t)| { [ UnscaledRelativeCameraPose(RelativeCameraPose::from_parts(rot_a, t)), UnscaledRelativeCameraPose(RelativeCameraPose::from_parts(rot_b, t)), UnscaledRelativeCameraPose(RelativeCameraPose::from_parts(rot_a, -t)), UnscaledRelativeCameraPose(RelativeCameraPose::from_parts(rot_b, -t)), ] }) } /// Same as [`EssentialMatrix::possible_unscaled_poses`], but it doesn't return /// 4 unscaled poses since it doesn't bother to give back the different translation /// directions and instead only gives one. This is useful if your algorithm doesn't /// care about the direction of translation. pub fn possible_unscaled_poses_bearing( &self, epsilon: f64, max_iterations: usize, ) -> Option<[UnscaledRelativeCameraPose; 2]> { self.possible_rotations_unscaled_translation(epsilon, max_iterations) .map(|(rot_a, rot_b, t)| { [ UnscaledRelativeCameraPose(RelativeCameraPose::from_parts(rot_a, t)), UnscaledRelativeCameraPose(RelativeCameraPose::from_parts(rot_b, t)), ] }) } /// Finds the unscaled pose that agrees with the most matches. pub fn solve_unscaled_pose<P>( &self, epsilon: f64, max_iterations: usize, consensus_ratio: f64, triangulation_method: impl Fn(UnscaledRelativeCameraPose, P, P) -> Option<Point3<f64>>, correspondences: impl Iterator<Item = FeatureMatch<P>>, ) -> Option<UnscaledRelativeCameraPose> where P: Bearing + Copy, { // Get the possible rotations and the translation self.possible_unscaled_poses(epsilon, max_iterations) .and_then(|poses| { // Get the net translation scale of points that agree with a and b // in addition to the number of points that agree with a and b. let (ts, total) = correspondences.fold( ([0usize; 4], 0usize), |(mut ts, total), FeatureMatch(a, b)| { let trans_and_agree = |pose| { triangulation_method(pose, a, b) .map(|p| { let tp = pose.transform(CameraPoint(p)); p.coords.normalize().dot(&a.bearing()) > 0.0 && tp.coords.normalize().dot(&b.bearing()) > 0.0 }) .unwrap_or(false) }; // Do it for all poses. for (tn, &pose) in ts.iter_mut().zip(&poses) { if trans_and_agree(pose) { *tn += 1; } } (ts, total + 1) }, ); // Ensure that there is at least one point. if total == 0 { return None; } // Ensure that the best one exceeds the consensus ratio. let (ix, best) = ts .iter() .copied() .enumerate() .max_by_key(|&(_, t)| t) .unwrap(); if (best as f64) < consensus_ratio * total as f64 && best != 0 { return None; } Some(poses[ix]) }) } /// Return the [`RelativeCameraPose`] that transforms a [`CameraPoint`] of image /// `A` (source of `a`) to the corresponding [`CameraPoint`] of image B (source of `b`). /// This determines the average expected translation from the points themselves and /// if the points agree with the rotation (points must be in front of the camera). /// The function takes an iterator containing tuples in the form `(depth, a, b)`: /// /// * `depth` - The actual depth (`z` axis, not distance) of normalized keypoint `a` /// * `a` - A keypoint from image `A` /// * `b` - A keypoint from image `B` /// /// `self` must satisfy the constraint: /// /// ```text /// transpose(homogeneous(a)) * E * homogeneous(b) = 0 /// ``` /// /// Also, `a` and `b` must be a correspondence. /// /// This will take the average translation over the entire iterator. This is done /// to smooth out noise and outliers (if present). /// /// `epsilon` is a small value to which SVD must converge to before terminating. /// /// `max_iterations` is the maximum number of iterations that SVD will run on this /// matrix. Use this to cap the execution time. /// A `max_iterations` of `0` may execute indefinitely and is not recommended except /// for non-production code. /// /// `consensus_ratio` is the ratio of points which must be in front of the camera for the model /// to be accepted and return Some. Otherwise, None is returned. Set this to about /// `0.45` to have approximate majority consensus. /// /// `bearing_scale` is a function that is passed a translation bearing vector, /// an untranslated (but rotated) camera point, and a normalized key point /// where the actual point exists. It must return the scalar which the /// translation bearing vector must by multiplied by to get the actual translation. /// It may return `None` if it fails. /// /// `correspondences` must provide an iterator of tuples containing the matches /// of a 3d `CameraPoint` `a` from camera A and the matching `NormalizedKeyPoint` /// `b` from camera B. /// /// This does not communicate which points were outliers to each model. pub fn solve_pose<P>( &self, epsilon: f64, max_iterations: usize, consensus_ratio: f64, triangulation_method: impl Fn(Vector3<f64>, CameraPoint, P) -> Option<f64>, correspondences: impl Iterator<Item = (CameraPoint, P)> + Clone, ) -> Option<RelativeCameraPose> where P: Bearing + Copy, { // Get the possible rotations and the translation self.possible_unscaled_poses_bearing(epsilon, max_iterations) .and_then(|poses| { // Get the net translation scale of points that agree with a and b // in addition to the number of points that agree with a and b. let (ts, total) = correspondences.fold( ([(0usize, 0.0); 2], 0usize), |(mut ts, total), (a, b)| { let trans_and_agree = |pose: UnscaledRelativeCameraPose| { let untranslated = pose.rotation * a.0; let t_scale = triangulation_method( pose.translation.vector, CameraPoint(untranslated), b, )?; if (untranslated.coords + t_scale * pose.translation.vector) .dot(&b.bearing()) > 0.0 { Some(t_scale) } else { None } }; // Do it for all poses. for (tn, &pose) in ts.iter_mut().zip(&poses) { if let Some(scale) = trans_and_agree(pose) { tn.0 += 1; tn.1 += scale; } } (ts, total + 1) }, ); // Ensure that there is at least one point. if total == 0 { return None; } // Ensure that the best one exceeds the consensus ratio. let (ix, (best_num, scale_acc)) = ts .iter() .copied() .enumerate() .max_by_key(|&(_, (t, _))| t) .unwrap(); if (best_num as f64) < consensus_ratio * total as f64 && best_num != 0 { return None; } let scale = scale_acc / best_num as f64; Some(RelativeCameraPose::from_parts( poses[ix].rotation, scale * poses[ix].translation.vector, )) }) } }