I've searched SO but I just can't figure this out. The other questions didn't help or I didn't understand them.
The problem is, I have a bunch of points in a 3D image. The points are for a rectangle, which doesn't look like a rectangle from the 3d camera's view because of perspective. The task is to map the points from that rectangle to the screen. I've seen some ways which some call "quad to quad transformations" but most of them are for mapping a 2d quadrilateral to another one. But I've got the X, Y and Z coordinates of the rectangle in the real world so I'm looking for some easier ways. Does anyone know any practical algorithm or method of doing this?
If it helps, my 3d camera is actually a Kinect device with OpenNI and NITE middlewares, and I'm using WPF.
Thanks in advance.
edit:
I also found the 3d-projection page on Wikipedia that used angles and cosines but that seems to be a difficult way (finding angles in the 3d image) and I'm not sure if it's the real solution or not.
You might want to check out projection matrices
That's how any 3D rasterizer "flattens" 3D volumes on a 2D screen.
See this code to get the projection matrix for a given WPF camera:
private static Matrix3D GetProjectionMatrix(OrthographicCamera camera, double aspectRatio)
{
// This math is identical to what you find documented for
// D3DXMatrixOrthoRH with the exception that in WPF only
// the camera's width is specified. Height is calculated
// from width and the aspect ratio.
double w = camera.Width;
double h = w / aspectRatio;
double zn = camera.NearPlaneDistance;
double zf = camera.FarPlaneDistance;
double m33 = 1 / (zn - zf);
double m43 = zn * m33;
return new Matrix3D(
2 / w, 0, 0, 0,
0, 2 / h, 0, 0,
0, 0, m33, 0,
0, 0, m43, 1);
}
private static Matrix3D GetProjectionMatrix(PerspectiveCamera camera, double aspectRatio)
{
// This math is identical to what you find documented for
// D3DXMatrixPerspectiveFovRH with the exception that in
// WPF the camera's horizontal rather the vertical
// field-of-view is specified.
double hFoV = MathUtils.DegreesToRadians(camera.FieldOfView);
double zn = camera.NearPlaneDistance;
double zf = camera.FarPlaneDistance;
double xScale = 1 / Math.Tan(hFoV / 2);
double yScale = aspectRatio * xScale;
double m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf));
double m43 = zn * m33;
return new Matrix3D(
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, m33, -1,
0, 0, m43, 0);
}
/// <summary>
/// Computes the effective projection matrix for the given
/// camera.
/// </summary>
public static Matrix3D GetProjectionMatrix(Camera camera, double aspectRatio)
{
if (camera == null)
{
throw new ArgumentNullException("camera");
}
PerspectiveCamera perspectiveCamera = camera as PerspectiveCamera;
if (perspectiveCamera != null)
{
return GetProjectionMatrix(perspectiveCamera, aspectRatio);
}
OrthographicCamera orthographicCamera = camera as OrthographicCamera;
if (orthographicCamera != null)
{
return GetProjectionMatrix(orthographicCamera, aspectRatio);
}
MatrixCamera matrixCamera = camera as MatrixCamera;
if (matrixCamera != null)
{
return matrixCamera.ProjectionMatrix;
}
throw new ArgumentException(String.Format("Unsupported camera type '{0}'.", camera.GetType().FullName), "camera");
}
You could do a basic orthographic projection (I'm thinking in terms of raytracing, so this might not apply to what you're doing):
The code is quite intuitive:
for y in image.height:
for x in image.width:
ray = new Ray(x, 0, z, Vector(0, 1, 0)) # Pointing forward
intersection = prism.intersection(ray) # Since you aren't shading, you can check only for intersections.
image.setPixel(x, y, intersection) # Returns black and white image of prism mapped to plane
You just shoot vectors with a direction of (0, 1, 0) directly out into space and record which ones hit.
I found this. Uses straight forward mathematics instead of matricies.
This is called perspective projection to convert from a 3D vertex to a 2D screen vertex. I used this to help me with my 3D program I have made.
HorizontalFactor = ScreenWidth / Tan(PI / 4)
VerticalFactor = ScreenHeight / Tan(PI / 4)
ScreenX = ((X * HorizontalFactor) / Y) + HalfWidth
ScreenY = ((Z * VerticalFactor) / Y) + HalfHeight
Hope this could help. I think its what you where looking for. Sorry about the formatting (new here)
Mapping points in a 3d world to a 2d screen is part of the job of frameworks like OpenGL and Direct3d. It's called Rasterisation like Heandel said. Perhaps you could use Direct3d?
Related
After Applying a rotation or a translation matrix on the vertex array, the vertex buffer is not updated
So how can i get the position of vertices after applying the matrix?
here's the onDrawFrame() function
public void onDrawFrame(GL10 gl) {
PositionHandle = GLES20.glGetAttribLocation(Program,"vPosition");
MatrixHandle = GLES20.glGetUniformLocation(Program,"uMVPMatrix");
ColorHandle = GLES20.glGetUniformLocation(Program,"vColor");
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT|GLES20.GL_DEPTH_BUFFER_BIT );
Matrix.rotateM(RotationMatrix,0,-90f,1,0,0);
Matrix.multiplyMM(vPMatrix,0,projectionMatrix,0,viewMatrix,0);
Matrix.multiplyMM(vPMatrix,0,vPMatrix,0,RotationMatrix,0);
GLES20.glUniformMatrix4fv(MatrixHandle, 1, false, vPMatrix, 0);
GLES20.glUseProgram(Program);
GLES20.glEnableVertexAttribArray(PositionHandle);
GLES20.glVertexAttribPointer(PositionHandle,3,GLES20.GL_FLOAT,false,0,vertexbuffer);
GLES20.glUniform4fv(ColorHandle,1,color,1);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES,0,6);
GLES20.glDisableVertexAttribArray(PositionHandle);
}
The GPU doesn't normally write back transformed results anywhere the application can use them. It's possible in ES 3.0 with transform feedback, BUT it's very expensive.
For touch event "hit" testing, you generally don't want to use the raw geometry. Generally use some simple proxy geometry, which can be transformed in software on the CPU.
Maybe you should try this:
private float[] modelViewMatrix = new float[16];
...
Matrix.rotateM(RotationMatrix, 0, -90f, 1, 0, 0);
Matrix.multiplyMM(modelViewMatrix, 0, viewMatrix, 0, RotationMatrix, 0);
Matrix.multiplyMM(vpMatrix, 0, projectionMatrix, 0, modelViewMatrix, 0);
You can use the vertex movement calculations in the CPU, and then use the GLU.gluProject() function to convert the coordinates of the vertex of the object in pixels of the screen. This data can be used when working with touch events.
private var view: IntArray = intArrayOf(0, 0, widthScreen, heightScreen)
...
GLU.gluProject(modelX, modelY, modelZ, mvMatrix, 0,
projectionMatrix, 0, view, 0,
coordinatesWindow, 0)
...
// coordinates in pixels of the screen
val x = coordinatesWindow[0]
val y = coordinatesWindow[1]
SOLVED: I'm not really sure how though... thanks for all your help guys.
I tried glDisable(GL_CULL_FACE); but the mesh is still not visible.
Basically I'm trying to draw a mesh (made from verts, normals, and texture coords) in OpenGL, using a display list. The mesh is on .obj format (exported from 3ds max 2013)
The problem is that the mesh is not visible.
To draw the display list I'm just using glCallLists (list, 1);
I have verified that I can draw things to the screen by drawing a point in the center of the screen and that works fine.
Could it be possible that the camera is positioned inside the mesh? If so is there an OpenGL state that I could enable to allow me to see the inside of a set of verts?
I know that the data I have is all valid, verified by printing each vert, normal and texture coord to a file before adding it to the display list, it looks valid.
I have dont no glTranslatef or anything like that, my projection matrix is setup like this:
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (45.0, (float)1024/(float)768, -9999, 9999);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
If you want to have a look at the .obj file, here it is: http://pastebin.com/PpG3vG5e
This is how I create the display list:
list = glGenLists (1);
glNewList (list, GL_COMPILE);
glBegin (GL_TRIANGLES);
for (i = 0; i < data.face_count; i++)
{
// first vert
normal[0][0] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[0]]->e[0];
normal[0][1] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[0]]->e[1];
normal[0][2] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[0]]->e[2];
tex[0][0] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[0]]->e[0];
tex[0][1] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[0]]->e[1];
tex[0][2] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[0]]->e[2];
vert[0][0] = (float)data.vertex_list[data.face_list[i]->vertex_index[0]]->e[0];
vert[0][1] = (float)data.vertex_list[data.face_list[i]->vertex_index[0]]->e[1];
vert[0][2] = (float)data.vertex_list[data.face_list[i]->vertex_index[0]]->e[2];
// second vert
normal[1][0] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[1]]->e[0];
normal[1][1] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[1]]->e[1];
normal[1][2] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[1]]->e[2];
tex[1][0] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[1]]->e[0];
tex[1][1] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[1]]->e[1];
tex[1][2] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[1]]->e[2];
vert[1][0] = (float)data.vertex_list[data.face_list[i]->vertex_index[1]]->e[0];
vert[1][1] = (float)data.vertex_list[data.face_list[i]->vertex_index[1]]->e[1];
vert[1][2] = (float)data.vertex_list[data.face_list[i]->vertex_index[1]]->e[2];
// third vert
normal[2][0] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[2]]->e[0];
normal[2][1] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[2]]->e[1];
normal[2][2] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[2]]->e[2];
tex[2][0] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[2]]->e[0];
tex[2][1] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[2]]->e[1];
tex[2][2] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[2]]->e[2];
vert[2][0] = (float)data.vertex_list[data.face_list[i]->vertex_index[2]]->e[0];
vert[2][1] = (float)data.vertex_list[data.face_list[i]->vertex_index[2]]->e[1];
vert[2][2] = (float)data.vertex_list[data.face_list[i]->vertex_index[2]]->e[2];
for (j = 0; j < 3; j++)
{
glNormal3f (normal[j][0], normal[j][1], normal[j][2]);
glTexCoord3f (tex[j][0], tex[j][1], tex[j][2]);
glVertex3f (vert[j][0], vert[j][1], vert[j][2]);
}
}
glEnd ();
glEndList ();
EDIT:
I've tried things like:
glTranslatef (0, 0, 5);
glCallList (mesh);
glTranslatef (0, 0, 0);
but they don't work either :(
EDIT:
#datenwolf
Here is the code I use to draw it:
Draw_Begin ();
Mdl_Draw (list, 0.0f, 0.0f, 0.0f);
Draw_End ();
This
gluPerspective (45.0, (float)1024/(float)768, -9999, 9999);
is wrong. In a perspective projection both the near and the far plane distance must be of the same sign, i.e. both positive or both negative. Also the absolute value of the near plane must be smaller than the absolute value of the far plane. And the near plane distance must be nonzero. In mathematical notation:
sgn(near) = sgn(far) ^ 0 < |near| < |far|
Usually both near and far are chosen positive. Also as a rule of thumb the near clipping plane should be chosen as fer away as possible. The far plane can be placed at infinity (exploting some of the properties of homogenous matrices), but usually is placed as close as possible to max out depth buffer resolution.
I have a program that generates a heightmap and then displays it as a mesh with OpenGL. When I try to add lighting, it ends up with weird square shapes covering the mesh. They are more noticeable in some areas than others, but are always there.
I was using a quad mesh, but nothing changed after switching to a triangle mesh. I've used at least three different methods to calculate the vertex normals, all with the same effect. I was doing the lighting manually with shaders, but nothing changes when using the builtin
OpenGL lighting system.
My latest normal-generating code (faces is an array of indices into verts, the vertex array):
int i;
for (i = 0; i < NINDEX; i += 3) {
vec v[3];
v[0] = verts[faces[i + 0]];
v[1] = verts[faces[i + 1]];
v[2] = verts[faces[i + 2]];
vec v1 = vec_sub(v[1], v[0]);
vec v2 = vec_sub(v[2], v[0]);
vec n = vec_norm(vec_cross(v2, v1));
norms[faces[i + 0]] = vec_add(norms[faces[i + 0]], n);
norms[faces[i + 1]] = vec_add(norms[faces[i + 1]], n);
norms[faces[i + 2]] = vec_add(norms[faces[i + 2]], n);
}
for (i = 0; i < NVERTS; i++) {
norms[i] = vec_norm(norms[i]);
}
Although that isn't the only code I've used, so I doubt that it is the cause of the problem.
I draw the mesh with:
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, norms);
glDrawElements(GL_TRIANGLES, NINDEX, GL_UNSIGNED_SHORT, faces);
And I'm not currently using any shaders.
What could be causing this?
EDIT: A more comprehensive set of screenshots:
Wireframe
Flat shading, OpenGL lighting
Smooth shading, OpenGL lighting
Lighting done in shader
For the last one, the shader code is
Vertex:
varying vec3 lightvec, normal;
void main() {
vec3 lightpos = vec3(0, 0, 100);
vec3 v = vec3(gl_ModelViewMatrix * gl_Vertex);
normal = gl_NormalMatrix * gl_Normal;
lightvec = normalize(lightpos - v);
gl_Position = ftransform();
}
Fragment:
varying vec3 lightvec, normal;
void main(void) {
float l = dot(lightvec, normal);
gl_FragColor = vec4(l, l, l, 1);
}
You need to either normalize the normal in the fragment shader, like so:
varying vec3 lightvec, normal;
void main(void) {
vec3 normalNormed = normalize(normal);
float l = dot(lightvec, normalNormed);
gl_FragColor = vec4(l, l, l, 1);
}
This can be expensive though. What will also work in this case, with directional lights, is to use vertex lighting. So calculate the light value in the vertex shader
varying float lightItensity;
void main() {
vec3 lightpos = vec3(0, 0, 100);
vec3 v = vec3(gl_ModelViewMatrix * gl_Vertex);
normal = gl_NormalMatrix * gl_Normal;
lightvec = normalize(lightpos - v);
lightItensity = dot(normal, lightvec);
gl_Position = ftransform();
}
and use it in the fragment shader,
varying float light;
void main(void) {
float l = light;
gl_FragColor = vec4(l, l, l, 1);
}
I hope this fixes it, let me know if it doesn't.
EDIT: Heres a small diagram that explains what is most likely happening
EDIT2:
If that doesn't help, add more triangles. Interpolate the values of your heightmap and add some vertices in between.
Alternatively, try changing your tesselation scheme. For example a mesh of equilateral triangles like so could make the artifacts less prominent.
You'll have to do some interpolation on your heightmap.
Otherwise I have no idea.. Good luck!
I don't have a definitive answer for the non-shader versions, but I wanted to add that if you're doing per pixel lighting in your fragment shader, you should probably be normalizing the normal and lightvec inside the fragment shader.
If you don't do this they not be unit length (a linear interpolation between two normalized vectors is not necessarily normalized). This could explain some of the artifacts you see in the shader version, as the magnitude of the dot product would vary as a function of the distance from the vertices, which kind of looks like what you're seeing.
EDIT: Another thought, are you doing any non-uniform scaling (different x,y,z) of the mesh when rendering the non-shader version? If you scale it, then you need to either modify the normals by the inverse scale factor, or set glEnable(GL_NORMALIZE). See here for more:
http://www.lighthouse3d.com/tutorials/glsl-tutorial/normalization-issues/
Using Opencv and Linux I would like to create a fun-house mirror effect, short and squat, tall and thin effect using a live webcamera. My daughter loves those things and I would like to create one using a camera. I am not quite sure about the transforms necessary for these effects. Any help would be appreciated. I have much of the framework running, live video playing and such, just not the transforms.
thanx
I think that you need to use 'radial' transforms and 'pin cushion' which is inverse radial.
In order to braker the symmetry of the transforms you can strech the image before and after:
Suppose your image is 300x300
pixels.
Strech it to 300x600 or
600x300 using cvResize()
Apply transform: radial, pincushion or
sinusoidal
Strech back to 300x300
I never used radial or sinusoidal transforms in openCV so I dont have a piece of code to attach. But you can use cvUndistort2() and see if it is OK.
Create window with trackbars with range 0..100. Each trackbar controls parameter of distortion:
static IplImage* srcImage;
static IplImage* dstImage;
static double _camera[9];
static double _dist4Coeff[4]; // This is the transformation matrix
static int _r = 50; // Radial transform. 50 in range 0..100
static int _tX = 50; // Tangetial coef in X directio
static int _tY = 50; // Tangetial coef in Y directio
static int allRange = 50;
// Open windows
cvNamedWindow(winName, 1);
// Add track bars.
cvShowImage(winName, srcImage );
cvCreateTrackbar("Radial", winName, &_r , 2*allRange, callBackFun);
cvCreateTrackbar("Tang X", winName, &_tX , 2*allRange, callBackFun);
cvCreateTrackbar("Tang Y", winName, &_tY , 2*allRange, callBackFun);
callBackFun(0);
// The distortion call back
void callBackFun(int arg){
CvMat intrCamParamsMat = cvMat( 3, 3, CV_64F, _camera );
CvMat dist4Coeff = cvMat( 1, 4, CV_64F, _dist4Coeff );
// Build distortion coefficients matrix.
dist4Coeff.data.db[0] = (_r-allRange*1.0)/allRange*1.0;
dist4Coeff.data.db[1] = (_r-allRange*1.0)/allRange*1.0;
dist4Coeff.data.db[2] = (_tY-allRange*1.0)/allRange*1.0;
dist4Coeff.data.db[3] = (_tX-allRange*1.0)/allRange*1.0;
// Build intrinsic camera parameters matrix.
intrCamParamsMat.data.db[0] = 587.1769751432448200/2.0;
intrCamParamsMat.data.db[1] = 0.;
intrCamParamsMat.data.db[2] = 319.5000000000000000/2.0+0;
intrCamParamsMat.data.db[3] = 0.;
intrCamParamsMat.data.db[4] = 591.3189722549362800/2.0;
intrCamParamsMat.data.db[5] = 239.5000000000000000/2.0+0;
intrCamParamsMat.data.db[6] = 0.;
intrCamParamsMat.data.db[7] = 0.;
intrCamParamsMat.data.db[8] = 1.;
// Apply transformation
cvUndistort2( srcImage, dstImage, &intrCamParamsMat, &dist4Coeff );
cvShowImage( winName, dstImage );
}
I'm trying to more or less recreate Johnny Lee's Wii head tracking app, but using an augmented reality toolkit for the tracking, and WPF for graphics. To do this, I need to create a perspective camera using the top, bottom, right, and left parameters to create my viewing frustum, instead of field of view and aspect ratio (to those familiar with OpenGL, I want to use the WPF equivalent of glFrustum instead of gluPerspective)
The problem is, those options don't seem to be available on WPF's PerspectiveCamera class. I could probably create the projection matrix manually if I had to and use MatrixCamera, but I'd like to avoid that. Does anyone know of a better way to do this?
I never did find a built-in way to do this, so I wrote my own. The math behind it can be found in the OpenGL glFrustum docs. If anyone else ever runs into this problem, this should work for you:
public Matrix3D CreateFrustumMatrix(double left, double right, double bottom, double top, double near, double far)
{
var a = (right + left) / (right - left);
var b = (top + bottom) / (top - bottom);
var c = -(far + near) / (far - near);
var d = -2 * far * near / (far - near);
return new Matrix3D(
2 * near / (right - left), 0, 0, 0,
0, 2 * near / (top - bottom), 0, 0,
a, b, c, -1,
0, 0, d, 0);
}
Just set MatrixCamera.ProjectionMatrix to the return value of that method, and you're all set.