added MOG_GPU and MOG2_GPU (Gaussian Mixture background subtraction)

This commit is contained in:
Vladislav Vinogradov
2012-06-25 11:13:50 +00:00
parent d49c697fda
commit acc031aaba
7 changed files with 1655 additions and 9 deletions

View File

@@ -1963,6 +1963,134 @@ private:
std::auto_ptr<Impl> impl_;
};
/*!
Gaussian Mixture-based Backbround/Foreground Segmentation Algorithm
The class implements the following algorithm:
"An improved adaptive background mixture model for real-time tracking with shadow detection"
P. KadewTraKuPong and R. Bowden,
Proc. 2nd European Workshp on Advanced Video-Based Surveillance Systems, 2001."
http://personal.ee.surrey.ac.uk/Personal/R.Bowden/publications/avbs01/avbs01.pdf
*/
class CV_EXPORTS MOG_GPU
{
public:
//! the default constructor
MOG_GPU(int nmixtures = -1);
//! re-initiaization method
void initialize(Size frameSize, int frameType);
//! the update operator
void operator()(const GpuMat& frame, GpuMat& fgmask, float learningRate = 0.0f, Stream& stream = Stream::Null());
int history;
float varThreshold;
float backgroundRatio;
float noiseSigma;
private:
int nmixtures_;
Size frameSize_;
int nframes_;
GpuMat weight_;
GpuMat sortKey_;
GpuMat mean_;
GpuMat var_;
};
/*!
The class implements the following algorithm:
"Improved adaptive Gausian mixture model for background subtraction"
Z.Zivkovic
International Conference Pattern Recognition, UK, August, 2004.
http://www.zoranz.net/Publications/zivkovic2004ICPR.pdf
*/
class CV_EXPORTS MOG2_GPU
{
public:
//! the default constructor
MOG2_GPU(int nmixtures = -1);
//! re-initiaization method
void initialize(Size frameSize, int frameType);
//! the update operator
void operator()(const GpuMat& frame, GpuMat& fgmask, float learningRate = -1.0f, Stream& stream = Stream::Null());
//! computes a background image which are the mean of all background gaussians
void getBackgroundImage(GpuMat& backgroundImage, Stream& stream = Stream::Null()) const;
// parameters
// you should call initialize after parameters changes
int history;
//! here it is the maximum allowed number of mixture components.
//! Actual number is determined dynamically per pixel
float varThreshold;
// threshold on the squared Mahalanobis distance to decide if it is well described
// by the background model or not. Related to Cthr from the paper.
// This does not influence the update of the background. A typical value could be 4 sigma
// and that is varThreshold=4*4=16; Corresponds to Tb in the paper.
/////////////////////////
// less important parameters - things you might change but be carefull
////////////////////////
float backgroundRatio;
// corresponds to fTB=1-cf from the paper
// TB - threshold when the component becomes significant enough to be included into
// the background model. It is the TB=1-cf from the paper. So I use cf=0.1 => TB=0.
// For alpha=0.001 it means that the mode should exist for approximately 105 frames before
// it is considered foreground
// float noiseSigma;
float varThresholdGen;
//correspondts to Tg - threshold on the squared Mahalan. dist. to decide
//when a sample is close to the existing components. If it is not close
//to any a new component will be generated. I use 3 sigma => Tg=3*3=9.
//Smaller Tg leads to more generated components and higher Tg might make
//lead to small number of components but they can grow too large
float fVarInit;
float fVarMin;
float fVarMax;
//initial variance for the newly generated components.
//It will will influence the speed of adaptation. A good guess should be made.
//A simple way is to estimate the typical standard deviation from the images.
//I used here 10 as a reasonable value
// min and max can be used to further control the variance
float fCT; //CT - complexity reduction prior
//this is related to the number of samples needed to accept that a component
//actually exists. We use CT=0.05 of all the samples. By setting CT=0 you get
//the standard Stauffer&Grimson algorithm (maybe not exact but very similar)
//shadow detection parameters
bool bShadowDetection; //default 1 - do shadow detection
unsigned char nShadowDetection; //do shadow detection - insert this value as the detection result - 127 default value
float fTau;
// Tau - shadow threshold. The shadow is detected if the pixel is darker
//version of the background. Tau is a threshold on how much darker the shadow can be.
//Tau= 0.5 means that if pixel is more than 2 times darker then it is not shadow
//See: Prati,Mikic,Trivedi,Cucchiarra,"Detecting Moving Shadows...",IEEE PAMI,2003.
private:
int nmixtures_;
Size frameSize_;
int frameType_;
int nframes_;
GpuMat weight_;
GpuMat variance_;
GpuMat mean_;
GpuMat bgmodelUsedModes_; //keep track of number of modes per pixel
};
////////////////////////////////// Video Encoding //////////////////////////////////
// Works only under Windows