How to calculate perspective transform for OpenCV from rotation angles?

Suzan Cioc picture Suzan Cioc · Jun 13, 2013 · Viewed 19k times · Source

I want to calculate perspective transform (a matrix for warpPerspective function) starting from angles of rotation and distance to the object.

How to do that?

I found the code somewhere on OE. Sample program is below:

#include <opencv2/objdetect/objdetect.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/imgproc/imgproc.hpp>

#include <iostream>
#include <math.h>

using namespace std;
using namespace cv;

Mat frame;

int alpha_int;
int dist_int;
int f_int;

double w;
double h; 
double alpha; 
double dist; 
double f;

void redraw() {

    alpha = (double)alpha_int/1000.;
    //dist = 1./(dist_int+1);
    //dist = dist_int+1;
    dist = dist_int-50;
    f = f_int+1;

    cout << "alpha = " << alpha << endl;
    cout << "dist = " << dist << endl;
    cout << "f = " << f << endl;

    // Projection 2D -> 3D matrix
    Mat A1 = (Mat_<double>(4,3) <<
        1,              0,              -w/2,
        0,              1,              -h/2,
        0,              0,              1,
        0,              0,              1);

    // Rotation matrices around the X axis
    Mat R = (Mat_<double>(4, 4) <<
        1,              0,              0,              0,
        0,              cos(alpha),     -sin(alpha),    0,
        0,              sin(alpha),     cos(alpha),     0,
        0,              0,              0,              1);

    // Translation matrix on the Z axis 
    Mat T = (Mat_<double>(4, 4) <<
        1,              0,              0,              0,
        0,              1,              0,              0,
        0,              0,              1,              dist,
        0,              0,              0,              1);

    // Camera Intrisecs matrix 3D -> 2D
    Mat A2 = (Mat_<double>(3,4) <<
        f,              0,              w/2,            0,
        0,              f,              h/2,            0,
        0,              0,              1,              0);

    Mat m = A2 * (T * (R * A1));

    cout << "R=" << endl << R << endl;
    cout << "A1=" << endl << A1 << endl;
    cout << "R*A1=" << endl << (R*A1) << endl;
    cout << "T=" << endl << T << endl;
    cout << "T * (R * A1)=" << endl << (T * (R * A1)) << endl;
    cout << "A2=" << endl << A2 << endl;
    cout << "A2 * (T * (R * A1))=" << endl << (A2 * (T * (R * A1))) << endl;
    cout << "m=" << endl << m << endl;

    Mat frame1;


    warpPerspective( frame, frame1, m, frame.size(), INTER_CUBIC | WARP_INVERSE_MAP);

    imshow("Frame", frame);
    imshow("Frame1", frame1);
}

void callback(int, void* ) {
    redraw();
}

void main() {


    frame = imread("FruitSample_small.png", CV_LOAD_IMAGE_COLOR);
    imshow("Frame", frame);

    w = frame.size().width;
    h = frame.size().height; 

    createTrackbar("alpha", "Frame", &alpha_int, 100, &callback);
    dist_int = 50;
    createTrackbar("dist", "Frame", &dist_int, 100, &callback);
    createTrackbar("f", "Frame", &f_int, 100, &callback);

    redraw();

    waitKey(-1);
}

But unfortunately, this transform does something strange

enter image description here

Why? What is another half of image above when alpha>0? And how to rotate around other axes? Why dist works so strange?

Answer

Iwillnotexist Idonotexist picture Iwillnotexist Idonotexist · Nov 20, 2013

I have had the luxury of time to think out both math and code. I did this a year or two ago. I even typeset this in beautiful LaTeX.

I intentionally designed my solution so that no matter what rotation angles are provided, the entire input image is contained, centered, within the output frame, which is otherwise black.

The arguments to my warpImage function are rotation angles in all 3 axes, the scale factor and the vertical field-of-view angle. The function outputs the warp matrix, the output image and the corners of the source image within the output image.

The Math (for code, look below)

Page 1 enter image description here

The LaTeX source code is here.

The Code (for math, look above)

Here is a test application that warps the camera

#include <opencv2/core/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <math.h>


using namespace cv;
using namespace std;


static double rad2Deg(double rad){return rad*(180/M_PI);}//Convert radians to degrees
static double deg2Rad(double deg){return deg*(M_PI/180);}//Convert degrees to radians




void warpMatrix(Size   sz,
                double theta,
                double phi,
                double gamma,
                double scale,
                double fovy,
                Mat&   M,
                vector<Point2f>* corners){
    double st=sin(deg2Rad(theta));
    double ct=cos(deg2Rad(theta));
    double sp=sin(deg2Rad(phi));
    double cp=cos(deg2Rad(phi));
    double sg=sin(deg2Rad(gamma));
    double cg=cos(deg2Rad(gamma));

    double halfFovy=fovy*0.5;
    double d=hypot(sz.width,sz.height);
    double sideLength=scale*d/cos(deg2Rad(halfFovy));
    double h=d/(2.0*sin(deg2Rad(halfFovy)));
    double n=h-(d/2.0);
    double f=h+(d/2.0);

    Mat F=Mat(4,4,CV_64FC1);//Allocate 4x4 transformation matrix F
    Mat Rtheta=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 rotation matrix around Z-axis by theta degrees
    Mat Rphi=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 rotation matrix around X-axis by phi degrees
    Mat Rgamma=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 rotation matrix around Y-axis by gamma degrees

    Mat T=Mat::eye(4,4,CV_64FC1);//Allocate 4x4 translation matrix along Z-axis by -h units
    Mat P=Mat::zeros(4,4,CV_64FC1);//Allocate 4x4 projection matrix

    //Rtheta
    Rtheta.at<double>(0,0)=Rtheta.at<double>(1,1)=ct;
    Rtheta.at<double>(0,1)=-st;Rtheta.at<double>(1,0)=st;
    //Rphi
    Rphi.at<double>(1,1)=Rphi.at<double>(2,2)=cp;
    Rphi.at<double>(1,2)=-sp;Rphi.at<double>(2,1)=sp;
    //Rgamma
    Rgamma.at<double>(0,0)=Rgamma.at<double>(2,2)=cg;
    Rgamma.at<double>(0,2)=-sg;Rgamma.at<double>(2,0)=sg;

    //T
    T.at<double>(2,3)=-h;
    //P
    P.at<double>(0,0)=P.at<double>(1,1)=1.0/tan(deg2Rad(halfFovy));
    P.at<double>(2,2)=-(f+n)/(f-n);
    P.at<double>(2,3)=-(2.0*f*n)/(f-n);
    P.at<double>(3,2)=-1.0;
    //Compose transformations
    F=P*T*Rphi*Rtheta*Rgamma;//Matrix-multiply to produce master matrix

    //Transform 4x4 points
    double ptsIn [4*3];
    double ptsOut[4*3];
    double halfW=sz.width/2, halfH=sz.height/2;

    ptsIn[0]=-halfW;ptsIn[ 1]= halfH;
    ptsIn[3]= halfW;ptsIn[ 4]= halfH;
    ptsIn[6]= halfW;ptsIn[ 7]=-halfH;
    ptsIn[9]=-halfW;ptsIn[10]=-halfH;
    ptsIn[2]=ptsIn[5]=ptsIn[8]=ptsIn[11]=0;//Set Z component to zero for all 4 components

    Mat ptsInMat(1,4,CV_64FC3,ptsIn);
    Mat ptsOutMat(1,4,CV_64FC3,ptsOut);

    perspectiveTransform(ptsInMat,ptsOutMat,F);//Transform points

    //Get 3x3 transform and warp image
    Point2f ptsInPt2f[4];
    Point2f ptsOutPt2f[4];

    for(int i=0;i<4;i++){
        Point2f ptIn (ptsIn [i*3+0], ptsIn [i*3+1]);
        Point2f ptOut(ptsOut[i*3+0], ptsOut[i*3+1]);
        ptsInPt2f[i]  = ptIn+Point2f(halfW,halfH);
        ptsOutPt2f[i] = (ptOut+Point2f(1,1))*(sideLength*0.5);
    }

    M=getPerspectiveTransform(ptsInPt2f,ptsOutPt2f);

    //Load corners vector
    if(corners){
        corners->clear();
        corners->push_back(ptsOutPt2f[0]);//Push Top Left corner
        corners->push_back(ptsOutPt2f[1]);//Push Top Right corner
        corners->push_back(ptsOutPt2f[2]);//Push Bottom Right corner
        corners->push_back(ptsOutPt2f[3]);//Push Bottom Left corner
    }
}

void warpImage(const Mat &src,
               double    theta,
               double    phi,
               double    gamma,
               double    scale,
               double    fovy,
               Mat&      dst,
               Mat&      M,
               vector<Point2f> &corners){
    double halfFovy=fovy*0.5;
    double d=hypot(src.cols,src.rows);
    double sideLength=scale*d/cos(deg2Rad(halfFovy));

    warpMatrix(src.size(),theta,phi,gamma, scale,fovy,M,&corners);//Compute warp matrix
    warpPerspective(src,dst,M,Size(sideLength,sideLength));//Do actual image warp
}


int main(void){
    int c = 0;
    Mat m, disp, warp;
    vector<Point2f> corners;
    VideoCapture cap(0);

    while(c != 033 && cap.isOpened()){
        cap >> m;
        warpImage(m, 5, 50, 0, 1, 30, disp, warp, corners);
        imshow("Disp", disp);
        c = waitKey(1);
    }
}