Refactored videostab module
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@@ -136,139 +136,6 @@ Mat GaussianMotionFilter::stabilize(int idx, const vector<Mat> &motions, pair<in
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}
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static inline int areaSign(Point2f a, Point2f b, Point2f c)
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{
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double area = (b-a).cross(c-a);
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if (area < -1e-5) return -1;
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if (area > 1e-5) return 1;
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return 0;
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}
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static inline bool segmentsIntersect(Point2f a, Point2f b, Point2f c, Point2f d)
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{
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return areaSign(a,b,c) * areaSign(a,b,d) < 0 &&
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areaSign(c,d,a) * areaSign(c,d,b) < 0;
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}
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// Checks if rect a (with sides parallel to axis) is inside rect b (arbitrary).
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// Rects must be passed in the [(0,0), (w,0), (w,h), (0,h)] order.
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static inline bool isRectInside(const Point2f a[4], const Point2f b[4])
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{
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for (int i = 0; i < 4; ++i)
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if (b[i].x > a[0].x && b[i].x < a[2].x && b[i].y > a[0].y && b[i].y < a[2].y)
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return false;
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j)
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if (segmentsIntersect(a[i], a[(i+1)%4], b[j], b[(j+1)%4]))
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return false;
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return true;
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}
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static inline bool isGoodMotion(const float M[], float w, float h, float dx, float dy)
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{
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Point2f pt[4] = {Point2f(0,0), Point2f(w,0), Point2f(w,h), Point2f(0,h)};
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Point2f Mpt[4];
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for (int i = 0; i < 4; ++i)
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{
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Mpt[i].x = M[0]*pt[i].x + M[1]*pt[i].y + M[2];
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Mpt[i].y = M[3]*pt[i].x + M[4]*pt[i].y + M[5];
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}
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pt[0] = Point2f(dx, dy);
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pt[1] = Point2f(w - dx, dy);
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pt[2] = Point2f(w - dx, h - dy);
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pt[3] = Point2f(dx, h - dy);
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return isRectInside(pt, Mpt);
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}
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static inline void relaxMotion(const float M[], float t, float res[])
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{
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res[0] = M[0]*(1.f-t) + t;
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res[1] = M[1]*(1.f-t);
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res[2] = M[2]*(1.f-t);
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res[3] = M[3]*(1.f-t);
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res[4] = M[4]*(1.f-t) + t;
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res[5] = M[5]*(1.f-t);
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}
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Mat ensureInclusionConstraint(const Mat &M, Size size, float trimRatio)
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{
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CV_Assert(M.size() == Size(3,3) && M.type() == CV_32F);
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const float w = static_cast<float>(size.width);
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const float h = static_cast<float>(size.height);
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const float dx = floor(w * trimRatio);
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const float dy = floor(h * trimRatio);
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const float srcM[6] =
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{M.at<float>(0,0), M.at<float>(0,1), M.at<float>(0,2),
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M.at<float>(1,0), M.at<float>(1,1), M.at<float>(1,2)};
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float curM[6];
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float t = 0;
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relaxMotion(srcM, t, curM);
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if (isGoodMotion(curM, w, h, dx, dy))
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return M;
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float l = 0, r = 1;
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while (r - l > 1e-3f)
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{
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t = (l + r) * 0.5f;
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relaxMotion(srcM, t, curM);
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if (isGoodMotion(curM, w, h, dx, dy))
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r = t;
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else
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l = t;
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}
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return (1 - r) * M + r * Mat::eye(3, 3, CV_32F);
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}
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// TODO can be estimated for O(1) time
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float estimateOptimalTrimRatio(const Mat &M, Size size)
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{
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CV_Assert(M.size() == Size(3,3) && M.type() == CV_32F);
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const float w = static_cast<float>(size.width);
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const float h = static_cast<float>(size.height);
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Mat_<float> M_(M);
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Point2f pt[4] = {Point2f(0,0), Point2f(w,0), Point2f(w,h), Point2f(0,h)};
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Point2f Mpt[4];
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for (int i = 0; i < 4; ++i)
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{
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Mpt[i].x = M_(0,0)*pt[i].x + M_(0,1)*pt[i].y + M_(0,2);
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Mpt[i].y = M_(1,0)*pt[i].x + M_(1,1)*pt[i].y + M_(1,2);
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}
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float l = 0, r = 0.5f;
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while (r - l > 1e-3f)
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{
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float t = (l + r) * 0.5f;
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float dx = floor(w * t);
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float dy = floor(h * t);
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pt[0] = Point2f(dx, dy);
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pt[1] = Point2f(w - dx, dy);
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pt[2] = Point2f(w - dx, h - dy);
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pt[3] = Point2f(dx, h - dy);
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if (isRectInside(pt, Mpt))
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r = t;
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else
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l = t;
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}
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return r;
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}
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LpMotionStabilizer::LpMotionStabilizer(MotionModel model)
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{
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setMotionModel(model);
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@@ -293,7 +160,7 @@ void LpMotionStabilizer::stabilize(int, const vector<Mat>&, pair<int,int>, Mat*)
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void LpMotionStabilizer::stabilize(
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int size, const vector<Mat> &motions, pair<int,int> range, Mat *stabilizationMotions)
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{
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CV_Assert(model_ == MM_LINEAR_SIMILARITY);
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CV_Assert(model_ <= MM_AFFINE);
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int N = size;
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const vector<Mat> &M = motions;
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@@ -713,7 +580,189 @@ void LpMotionStabilizer::stabilize(
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}
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}
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#endif // #ifndef HAVE_CLP
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static inline int areaSign(Point2f a, Point2f b, Point2f c)
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{
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double area = (b-a).cross(c-a);
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if (area < -1e-5) return -1;
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if (area > 1e-5) return 1;
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return 0;
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}
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static inline bool segmentsIntersect(Point2f a, Point2f b, Point2f c, Point2f d)
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{
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return areaSign(a,b,c) * areaSign(a,b,d) < 0 &&
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areaSign(c,d,a) * areaSign(c,d,b) < 0;
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}
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// Checks if rect a (with sides parallel to axis) is inside rect b (arbitrary).
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// Rects must be passed in the [(0,0), (w,0), (w,h), (0,h)] order.
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static inline bool isRectInside(const Point2f a[4], const Point2f b[4])
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{
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for (int i = 0; i < 4; ++i)
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if (b[i].x > a[0].x && b[i].x < a[2].x && b[i].y > a[0].y && b[i].y < a[2].y)
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return false;
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j)
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if (segmentsIntersect(a[i], a[(i+1)%4], b[j], b[(j+1)%4]))
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return false;
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return true;
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}
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static inline bool isGoodMotion(const float M[], float w, float h, float dx, float dy)
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{
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Point2f pt[4] = {Point2f(0,0), Point2f(w,0), Point2f(w,h), Point2f(0,h)};
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Point2f Mpt[4];
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for (int i = 0; i < 4; ++i)
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{
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Mpt[i].x = M[0]*pt[i].x + M[1]*pt[i].y + M[2];
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Mpt[i].y = M[3]*pt[i].x + M[4]*pt[i].y + M[5];
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}
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pt[0] = Point2f(dx, dy);
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pt[1] = Point2f(w - dx, dy);
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pt[2] = Point2f(w - dx, h - dy);
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pt[3] = Point2f(dx, h - dy);
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return isRectInside(pt, Mpt);
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}
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static inline void relaxMotion(const float M[], float t, float res[])
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{
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res[0] = M[0]*(1.f-t) + t;
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res[1] = M[1]*(1.f-t);
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res[2] = M[2]*(1.f-t);
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res[3] = M[3]*(1.f-t);
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res[4] = M[4]*(1.f-t) + t;
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res[5] = M[5]*(1.f-t);
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}
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Mat ensureInclusionConstraint(const Mat &M, Size size, float trimRatio)
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{
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CV_Assert(M.size() == Size(3,3) && M.type() == CV_32F);
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const float w = static_cast<float>(size.width);
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const float h = static_cast<float>(size.height);
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const float dx = floor(w * trimRatio);
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const float dy = floor(h * trimRatio);
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const float srcM[6] =
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{M.at<float>(0,0), M.at<float>(0,1), M.at<float>(0,2),
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M.at<float>(1,0), M.at<float>(1,1), M.at<float>(1,2)};
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float curM[6];
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float t = 0;
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relaxMotion(srcM, t, curM);
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if (isGoodMotion(curM, w, h, dx, dy))
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return M;
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float l = 0, r = 1;
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while (r - l > 1e-3f)
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{
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t = (l + r) * 0.5f;
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relaxMotion(srcM, t, curM);
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if (isGoodMotion(curM, w, h, dx, dy))
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r = t;
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else
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l = t;
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}
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return (1 - r) * M + r * Mat::eye(3, 3, CV_32F);
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}
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// TODO can be estimated for O(1) time
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float estimateOptimalTrimRatio(const Mat &M, Size size)
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{
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CV_Assert(M.size() == Size(3,3) && M.type() == CV_32F);
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const float w = static_cast<float>(size.width);
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const float h = static_cast<float>(size.height);
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Mat_<float> M_(M);
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Point2f pt[4] = {Point2f(0,0), Point2f(w,0), Point2f(w,h), Point2f(0,h)};
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Point2f Mpt[4];
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for (int i = 0; i < 4; ++i)
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{
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Mpt[i].x = M_(0,0)*pt[i].x + M_(0,1)*pt[i].y + M_(0,2);
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Mpt[i].y = M_(1,0)*pt[i].x + M_(1,1)*pt[i].y + M_(1,2);
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}
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float l = 0, r = 0.5f;
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while (r - l > 1e-3f)
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{
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float t = (l + r) * 0.5f;
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float dx = floor(w * t);
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float dy = floor(h * t);
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pt[0] = Point2f(dx, dy);
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pt[1] = Point2f(w - dx, dy);
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pt[2] = Point2f(w - dx, h - dy);
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pt[3] = Point2f(dx, h - dy);
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if (isRectInside(pt, Mpt))
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r = t;
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else
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l = t;
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}
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return r;
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}
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// TODO should process left open and right open segments?
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void interpolateMotions(vector<Mat> &motions, vector<uchar> &mask)
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{
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CV_Assert(motions.size() == mask.size() && motions.size() > 0);
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enum { INIT, IN_SEGMENT, LEFT_OPEN } state = mask[0] ? INIT : LEFT_OPEN;
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int left = -1;
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for (int i = 1; i < static_cast<int>(motions.size()); ++i)
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{
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if (state == INIT)
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{
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if (!mask[i])
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{
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state = IN_SEGMENT;
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left = i - 1;
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}
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}
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else if (state == IN_SEGMENT)
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{
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if (mask[i])
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{
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for (int j = left; j < i; ++j)
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{
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Mat_<float> M = Mat::eye(3, 3, CV_32F);
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Mat_<float> Ml = motions[left];
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Mat_<float> Mr = motions[i];
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float d1 = j - left;
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float d2 = i - j;
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for (int l = 0; l < 3; ++l)
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for (int s = 0; s < 3; ++s)
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M(l,s) = (d2*Ml(l,s) + d1*Mr(l,s)) / (d1 + d2);
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motions[i] = M;
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mask[i] = 1;
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}
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}
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}
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else if (state == LEFT_OPEN)
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{
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if (mask[i]) state = INIT;
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}
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}
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}
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} // namespace videostab
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} // namespace cv
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