2017-05-22 137 views
3
  • 的OpenCV => 3.2
  • 操作系統/平臺座標=>視窗64位
  • 編譯=>的Visual Studio 2015

我目前正致力於我的項目,涉及車輛檢測和跟蹤以及車輛周圍的長方體的估算和優化。爲此,我完成了對車輛的檢測和跟蹤,並且我需要找到車輛邊界框邊緣圖像點的三維世界座標,然後估計長方體邊緣和項目的世界座標它回到圖像來顯示它。轉化2D圖像座標到3D世界其中z = 0

所以,我是計算機視覺和OpenCV的新手,但據我所知,我只需要4個點的圖像,需要知道這4個點的世界座標,並在OpenCV中使用solvePNP來獲得旋轉和平移向量(我已經有相機矩陣和失真係數)。然後,我需要使用Rodrigues將旋轉矢量轉換爲旋轉矩陣,然後將其與平移矢量連接以獲得我的外部矩陣,然後將外部矩陣與相機矩陣相乘以得到我的投影矩陣。由於我的z座標是零,所以我需要從投影矩陣中取出第三列,該矩陣給出了將二維圖像點轉換爲三維世界點的單應矩陣。現在,我找到了單應矩陣的逆矩陣,它給出了3D世界點與2D圖像點之間的單應矩陣。之後,我將圖像點[x,y,1] t與逆單應矩陣相乘以得到[wX,wY,w] t,並將整個向量除以標量w得到[X,Y,1]給我世界座標的X和Y值。

我的代碼如下所示:

#include "opencv2/opencv.hpp" 
#include <stdio.h> 
#include <iostream> 
#include <sstream> 
#include <math.h> 
#include <conio.h> 

using namespace cv; 
using namespace std; 

Mat cameraMatrix, distCoeffs, rotationVector, rotationMatrix, 
translationVector,extrinsicMatrix, projectionMatrix, homographyMatrix, 
inverseHomographyMatrix; 


Point point; 
vector<Point2d> image_points; 
vector<Point3d> world_points; 

int main() 
{ 
FileStorage fs1("intrinsics.yml", FileStorage::READ); 

fs1["camera_matrix"] >> cameraMatrix; 
cout << "Camera Matrix: " << cameraMatrix << endl << endl; 

fs1["distortion_coefficients"] >> distCoeffs; 
cout << "Distortion Coefficients: " << distCoeffs << endl << endl; 



image_points.push_back(Point2d(275, 204)); 
image_points.push_back(Point2d(331, 204)); 
image_points.push_back(Point2d(331, 308)); 
image_points.push_back(Point2d(275, 308)); 

cout << "Image Points: " << image_points << endl << endl; 

world_points.push_back(Point3d(0.0, 0.0, 0.0)); 
world_points.push_back(Point3d(1.775, 0.0, 0.0)); 
world_points.push_back(Point3d(1.775, 4.620, 0.0)); 
world_points.push_back(Point3d(0.0, 4.620, 0.0)); 

cout << "World Points: " << world_points << endl << endl; 

solvePnP(world_points, image_points, cameraMatrix, distCoeffs, rotationVector, translationVector); 
cout << "Rotation Vector: " << endl << rotationVector << endl << endl; 
cout << "Translation Vector: " << endl << translationVector << endl << endl; 

Rodrigues(rotationVector, rotationMatrix); 
cout << "Rotation Matrix: " << endl << rotationMatrix << endl << endl; 

hconcat(rotationMatrix, translationVector, extrinsicMatrix); 
cout << "Extrinsic Matrix: " << endl << extrinsicMatrix << endl << endl; 

projectionMatrix = cameraMatrix * extrinsicMatrix; 
cout << "Projection Matrix: " << endl << projectionMatrix << endl << endl; 

double p11 = projectionMatrix.at<double>(0, 0), 
    p12 = projectionMatrix.at<double>(0, 1), 
    p14 = projectionMatrix.at<double>(0, 3), 
    p21 = projectionMatrix.at<double>(1, 0), 
    p22 = projectionMatrix.at<double>(1, 1), 
    p24 = projectionMatrix.at<double>(1, 3), 
    p31 = projectionMatrix.at<double>(2, 0), 
    p32 = projectionMatrix.at<double>(2, 1), 
    p34 = projectionMatrix.at<double>(2, 3); 


homographyMatrix = (Mat_<double>(3, 3) << p11, p12, p14, p21, p22, p24, p31, p32, p34); 
cout << "Homography Matrix: " << endl << homographyMatrix << endl << endl; 

inverseHomographyMatrix = homographyMatrix.inv(); 
cout << "Inverse Homography Matrix: " << endl << inverseHomographyMatrix << endl << endl; 

Mat point2D = (Mat_<double>(3, 1) << image_points[0].x, image_points[0].y, 1); 
cout << "First Image Point" << point2D << endl << endl; 

Mat point3Dw = inverseHomographyMatrix*point2D; 
cout << "Point 3D-W : " << point3Dw << endl << endl; 

double w = point3Dw.at<double>(2, 0); 
cout << "W: " << w << endl << endl; 

Mat matPoint3D; 
divide(w, point3Dw, matPoint3D); 

cout << "Point 3D: " << matPoint3D << endl << endl; 

_getch(); 
return 0; 

我有四個世界知名點的圖像座標和硬編碼它簡化。 image_points包含四點的圖像座標和world_points包含四點的世界座標。我正在將第一個世界點視爲世界軸上的原點(0,0,0),並使用已知距離計算其他四個點的座標。現在計算逆單應矩陣後,我將其與[世界座標(0,0,0)相關的[image_points [0] .x,image_points [0] .y,1] t相乘。然後我將結果除以第三個分量w得到[X,Y,1]。但是在打印出X和Y的值後,結果分別不是0,0。什麼做錯了?

我的代碼的輸出是這樣的:

Camera Matrix: [517.0036881709533, 0, 320; 
0, 517.0036881709533, 212; 
0, 0, 1] 

Distortion Coefficients: [0.1128663679798094; 
-1.487790079922432; 
0; 
0; 
2.300571896761067] 

Image Points: [275, 204; 
331, 204; 
331, 308; 
275, 308] 

World Points: [0, 0, 0; 
1.775, 0, 0; 
1.775, 4.62, 0; 
0, 4.62, 0] 

Rotation Vector: 
[0.661476468596541; 
-0.02794460022559267; 
0.01206996342819649] 

Translation Vector: 
[-1.394495345140898; 
-0.2454153722672731; 
15.47126945512652] 

Rotation Matrix: 
[0.9995533907649279, -0.02011656447351923, -0.02209848058392758; 
0.002297501163799448, 0.7890323093017149, -0.6143474069013439; 
0.02979497438726573, 0.6140222623910194, 0.7887261380159] 

Extrinsic Matrix: 
[0.9995533907649279, -0.02011656447351923, -0.02209848058392758, 
-1.394495345140898; 
0.002297501163799448, 0.7890323093017149, -0.6143474069013439, 
-0.2454153722672731; 
0.02979497438726573, 0.6140222623910194, 0.7887261380159, 
15.47126945512652] 

Projection Matrix: 
[526.3071813531748, 186.086785938988, 240.9673682002232, 4229.846989065414; 
7.504351145361707, 538.1053336219271, -150.4099339268854, 3153.028471890794; 
0.02979497438726573, 0.6140222623910194, 0.7887261380159, 15.47126945512652] 

Homography Matrix: 
[526.3071813531748, 186.086785938988, 4229.846989065414; 
7.504351145361707, 538.1053336219271, 3153.028471890794; 
0.02979497438726573, 0.6140222623910194, 15.47126945512652] 

Inverse Homography Matrix: 
[0.001930136511648154, -8.512427241879318e-05, -0.5103513244724983; 
-6.693679705844383e-06, 0.00242178892313387, -0.4917279870709287 
-3.451449134581896e-06, -9.595179260534558e-05, 0.08513443835773901] 

First Image Point[275; 
204; 
1] 

Point 3D-W : [0.003070864657310213; 
0.0004761913292736786; 
0.06461112415423849] 

W: 0.0646111 
Point 3D: [21.04004290792539; 
135.683117651025; 
1] 
+0

如果您知道3D點位於一個平面上,則可以使用光線和平面之間的交點來計算相機框架中的3D點。然後,使用相機姿態將相機框中的3D點轉換爲對象框。 – Catree

回答

1

你的推理是合理的,但你做了一些錯誤,在過去支隊還是我失去了一些東西?

W¯¯師之前,您的結果是:

Point 3D-W : 
[0.003070864657310213; 
0.0004761913292736786; 
0.06461112415423849] 

現在,我們需要通過在所有的座標,由W(數組的第3元),以規範這一點,因爲你在你的問題中所述。所以:

Point 3D-W Normalized = 
[0.003070864657310213/0.06461112415423849; 
0.0004761913292736786/0.06461112415423849; 
0.06461112415423849/0.06461112415423849] 

導致:

Point 3D-W Normalized = 
[0.047528420183179314; 
0.007370113668614144; 
1.0] 

哪個該死接近[0,0]。

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