// Copyright (c) 2022, ETH Zurich and UNC Chapel Hill. // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // // * Neither the name of ETH Zurich and UNC Chapel Hill nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // Author: Johannes L. Schoenberger (jsch-at-demuc-dot-de) #ifndef COLMAP_SRC_BASE_PROJECTION_H_ #define COLMAP_SRC_BASE_PROJECTION_H_ #include #include #include #include #include "base/camera.h" namespace colmap { // Compose projection matrix from rotation and translation components. // // The projection matrix transforms 3D world to image points. // // @param qvec Unit Quaternion rotation coefficients (w, x, y, z). // @param tvec 3x1 translation vector. // // @return 3x4 projection matrix. Eigen::Matrix3x4d ComposeProjectionMatrix(const Eigen::Vector4d& qvec, const Eigen::Vector3d& tvec); // Compose projection matrix from rotation matrix and translation components). // // The projection matrix transforms 3D world to image points. // // @param R 3x3 rotation matrix. // @param t 3x1 translation vector. // // @return 3x4 projection matrix. Eigen::Matrix3x4d ComposeProjectionMatrix(const Eigen::Matrix3d& R, const Eigen::Vector3d& T); // Invert projection matrix, defined as: // // P = [R | t] with R \in SO(3) and t \in R^3 // // and the inverse projection matrix as: // // P' = [R^T | -R^T t] // // @param proj_matrix 3x4 projection matrix. // // @return 3x4 inverse projection matrix. Eigen::Matrix3x4d InvertProjectionMatrix(const Eigen::Matrix3x4d& proj_matrix); // Compute the closes rotation matrix with the closest Frobenius norm by setting // the singular values of the given matrix to 1. Eigen::Matrix3d ComputeClosestRotationMatrix(const Eigen::Matrix3d& matrix); // Decompose projection matrix into intrinsic camera matrix, rotation matrix and // translation vector. Returns false if decomposition fails. This implementation // is inspired by the OpenCV implementation with some additional checks. bool DecomposeProjectionMatrix(const Eigen::Matrix3x4d& proj_matrix, Eigen::Matrix3d* K, Eigen::Matrix3d* R, Eigen::Vector3d* T); // Project 3D point to image. // // @param points3D 3D world point as 3x1 vector. // @param proj_matrix 3x4 projection matrix. // @param camera Camera used to project to image plane. // // @return Projected image point. Eigen::Vector2d ProjectPointToImage(const Eigen::Vector3d& point3D, const Eigen::Matrix3x4d& proj_matrix, const Camera& camera); // Calculate the reprojection error. // // The reprojection error is the Euclidean distance between the observation // in the image and the projection of the 3D point into the image. If the // 3D point is behind the camera, then this function returns DBL_MAX. double CalculateSquaredReprojectionError(const Eigen::Vector2d& point2D, const Eigen::Vector3d& point3D, const Eigen::Vector4d& qvec, const Eigen::Vector3d& tvec, const Camera& camera); double CalculateSquaredReprojectionError(const Eigen::Vector2d& point2D, const Eigen::Vector3d& point3D, const Eigen::Matrix3x4d& proj_matrix, const Camera& camera); // Calculate the angular error. // // The angular error is the angle between the observed viewing ray and the // actual viewing ray from the camera center to the 3D point. double CalculateAngularError(const Eigen::Vector2d& point2D, const Eigen::Vector3d& point3D, const Eigen::Vector4d& qvec, const Eigen::Vector3d& tvec, const Camera& camera); double CalculateAngularError(const Eigen::Vector2d& point2D, const Eigen::Vector3d& point3D, const Eigen::Matrix3x4d& proj_matrix, const Camera& camera); // Calculate angulate error using normalized image points. // // The angular error is the angle between the observed viewing ray and the // actual viewing ray from the camera center to the 3D point. double CalculateNormalizedAngularError(const Eigen::Vector2d& point2D, const Eigen::Vector3d& point3D, const Eigen::Vector4d& qvec, const Eigen::Vector3d& tvec); double CalculateNormalizedAngularError(const Eigen::Vector2d& point2D, const Eigen::Vector3d& point3D, const Eigen::Matrix3x4d& proj_matrix); // Calculate depth of 3D point with respect to camera. // // The depth is defined as the Euclidean distance of a 3D point from the // camera and is positive if the 3D point is in front and negative if // behind of the camera. // // @param proj_matrix 3x4 projection matrix. // @param point3D 3D point as 3x1 vector. // // @return Depth of 3D point. double CalculateDepth(const Eigen::Matrix3x4d& proj_matrix, const Eigen::Vector3d& point3D); // Check if 3D point passes cheirality constraint, // i.e. it lies in front of the camera and not in the image plane. // // @param proj_matrix 3x4 projection matrix. // @param point3D 3D point as 3x1 vector. // // @return True if point lies in front of camera. bool HasPointPositiveDepth(const Eigen::Matrix3x4d& proj_matrix, const Eigen::Vector3d& point3D); } // namespace colmap #endif // COLMAP_SRC_BASE_PROJECTION_H_