40 for (
int i = 0; i <
markers.size(); ++i) {
54 struct EuclideanResectCostFunction {
56 typedef Vec FMatrixType;
57 typedef Vec6 XMatrixType;
71 Vec3 t = dRt.tail<3>();
76 for (
int i = 0; i <
markers.size(); ++i) {
77 const EuclideanPoint& point =
79 Vec3 projected =
R * point.X +
t;
80 projected /= projected(2);
81 residuals[2 * i + 0] = projected(0) -
markers[i].x;
82 residuals[2 * i + 1] = projected(1) -
markers[i].y;
102 for (
int i = 0; i <
markers.size(); i++) {
105 LG <<
"Points for resect:\n" << points_2d;
114 LG <<
"Resection for image " <<
markers[0].image <<
" failed;"
115 <<
" trying fallback projective resection.";
117 LG <<
"No fallback; failing resection for " <<
markers[0].image;
126 for (
int i = 0; i <
markers.size(); i++) {
127 points_3d_homogeneous.col(i).head<3>() = points_3d.col(i);
128 points_3d_homogeneous(3, i) = 1.0;
131 if ((
P * points_3d_homogeneous.col(0))(2) < 0) {
132 LG <<
"Point behind camera; switch sign.";
140 Eigen::JacobiSVD<Mat3> svd(
R, Eigen::ComputeFullU | Eigen::ComputeFullV);
142 LG <<
"Resection rotation is: " << svd.singularValues().transpose();
143 LG <<
"Determinant is: " <<
R.determinant();
146 R = svd.matrixU() * svd.matrixV().transpose();
148 Vec3 xx =
R * points_3d.col(0) +
t;
150 LG <<
"Final point is still behind camera...";
163 Vec6 dRt = Vec6::Zero();
166 Solver solver(resect_cost);
168 Solver::SolverParameters
params;
169 solver.minimize(
params, &dRt);
170 LG <<
"LM found incremental rotation: " << dRt.head<3>().
transpose();
177 LG <<
"Resection for image " <<
markers[0].image <<
" got:\n"
191 struct ProjectiveResectCostFunction {
193 typedef Vec FMatrixType;
194 typedef Vec12 XMatrixType;
202 Map<const Mat34>
P(vector_P.data(), 3, 4);
207 for (
int i = 0; i <
markers.size(); ++i) {
208 const ProjectivePoint& point =
210 Vec3 projected =
P * point.X;
211 projected /= projected(2);
212 residuals[2 * i + 0] = projected(0) -
markers[i].x;
213 residuals[2 * i + 1] = projected(1) -
markers[i].y;
233 for (
int i = 0; i <
markers.size(); i++) {
234 points_3d_homogeneous.col(i) =
237 LG <<
"Points for resect:\n" << points_2d;
244 if ((
P * points_3d_homogeneous.col(0))(2) < 0) {
245 LG <<
"Point behind camera; switch sign.";
257 Vec12 vector_P = Map<Vec12>(
P.data());
259 Solver solver(resect_cost);
261 Solver::SolverParameters
params;
262 solver.minimize(
params, &vector_P);
266 P = Map<Mat34>(vector_P.data(), 3, 4);
268 LG <<
"Resection for image " <<
markers[0].image <<
" got:\n"
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
btMatrix3x3 transpose() const
Return the transpose of the matrix.
EuclideanPoint * PointForTrack(int track)
Returns a pointer to the point corresponding to track.
void InsertCamera(int image, const Mat3 &R, const Vec3 &t)
bool EuclideanResection(const Mat2X &x_camera, const Mat3X &X_world, Mat3 *R, Vec3 *t, ResectionMethod method)
void Resection(const Matrix< T, 2, Dynamic > &x, const Matrix< T, 4, Dynamic > &X, Matrix< T, 3, 4 > *P)
Eigen::Matrix< double, 6, 1 > Vec6
bool ProjectiveResect(const vector< Marker > &markers, ProjectiveReconstruction *reconstruction)
Mat3 RotationFromEulerVector(Vec3 euler_vector)
Returns the rotaiton matrix built from given vector of euler angles.
Eigen::Matrix< double, 3, 3 > Mat3
bool EuclideanResect(const vector< Marker > &markers, EuclideanReconstruction *reconstruction, bool final_pass)
void KRt_From_P(const Mat34 &P, Mat3 *Kp, Mat3 *Rp, Vec3 *tp)
Eigen::Matrix< double, 3, 4 > Mat34
Eigen::Matrix< double, 4, Eigen::Dynamic > Mat4X
Eigen::Matrix< double, 3, Eigen::Dynamic > Mat3X
Eigen::Matrix< double, 12, 1 > Vec12
Eigen::Matrix< double, 2, Eigen::Dynamic > Mat2X
const EuclideanReconstruction & reconstruction
const vector< Marker > & markers