Merge pull request #1471 from ozantonkal:master

This commit is contained in:
Alexander Smorkalov
2013-09-25 17:19:37 +04:00
committed by OpenCV Buildbot
50 changed files with 15144 additions and 0 deletions

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@@ -186,6 +186,21 @@ As always, we would be happy to hear your comments and receive your contribution
:width: 80pt
:alt: gpu icon
* :ref:`Table-Of-Content-Viz`
.. tabularcolumns:: m{100pt} m{300pt}
.. cssclass:: toctableopencv
=========== =======================================================
|Viz| These tutorials show how to use Viz module effectively.
=========== =======================================================
.. |Viz| image:: images/viz.jpg
:height: 80pt
:width: 80pt
:alt: viz icon
* :ref:`Table-Of-Content-General`
.. tabularcolumns:: m{100pt} m{300pt}
@@ -221,4 +236,5 @@ As always, we would be happy to hear your comments and receive your contribution
gpu/table_of_content_gpu/table_of_content_gpu
bioinspired/table_of_content_bioinspired/table_of_content_bioinspired
ios/table_of_content_ios/table_of_content_ios
viz/table_of_content_viz/table_of_content_viz
general/table_of_content_general/table_of_content_general

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.. _creating_widgets:
Creating Widgets
****************
Goal
====
In this tutorial you will learn how to
.. container:: enumeratevisibleitemswithsquare
* Create your own widgets using WidgetAccessor and VTK.
* Show your widget in the visualization window.
Code
====
You can download the code from :download:`here <../../../../samples/cpp/tutorial_code/viz/creating_widgets.cpp>`.
.. code-block:: cpp
#include <opencv2/viz.hpp>
#include <opencv2/viz/widget_accessor.hpp>
#include <iostream>
#include <vtkPoints.h>
#include <vtkTriangle.h>
#include <vtkCellArray.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkIdList.h>
#include <vtkActor.h>
#include <vtkProp.h>
using namespace cv;
using namespace std;
/**
* @class WTriangle
* @brief Defining our own 3D Triangle widget
*/
class WTriangle : public viz::Widget3D
{
public:
WTriangle(const Point3f &pt1, const Point3f &pt2, const Point3f &pt3, const viz::Color & color = viz::Color::white());
};
/**
* @function WTriangle::WTriangle
*/
WTriangle::WTriangle(const Point3f &pt1, const Point3f &pt2, const Point3f &pt3, const viz::Color & color)
{
// Create a triangle
vtkSmartPointer<vtkPoints> points = vtkSmartPointer<vtkPoints>::New();
points->InsertNextPoint(pt1.x, pt1.y, pt1.z);
points->InsertNextPoint(pt2.x, pt2.y, pt2.z);
points->InsertNextPoint(pt3.x, pt3.y, pt3.z);
vtkSmartPointer<vtkTriangle> triangle = vtkSmartPointer<vtkTriangle>::New();
triangle->GetPointIds()->SetId(0,0);
triangle->GetPointIds()->SetId(1,1);
triangle->GetPointIds()->SetId(2,2);
vtkSmartPointer<vtkCellArray> cells = vtkSmartPointer<vtkCellArray>::New();
cells->InsertNextCell(triangle);
// Create a polydata object
vtkSmartPointer<vtkPolyData> polyData = vtkSmartPointer<vtkPolyData>::New();
// Add the geometry and topology to the polydata
polyData->SetPoints(points);
polyData->SetPolys(cells);
// Create mapper and actor
vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
#if VTK_MAJOR_VERSION <= 5
mapper->SetInput(polyData);
#else
mapper->SetInputData(polyData);
#endif
vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Store this actor in the widget in order that visualizer can access it
viz::WidgetAccessor::setProp(*this, actor);
// Set the color of the widget. This has to be called after WidgetAccessor.
setColor(color);
}
/**
* @function main
*/
int main()
{
/// Create a window
viz::Viz3d myWindow("Creating Widgets");
/// Create a triangle widget
WTriangle tw(Point3f(0.0,0.0,0.0), Point3f(1.0,1.0,1.0), Point3f(0.0,1.0,0.0), viz::Color::red());
/// Show widget in the visualizer window
myWindow.showWidget("TRIANGLE", tw);
/// Start event loop
myWindow.spin();
return 0;
}
Explanation
===========
Here is the general structure of the program:
* Extend Widget3D class to create a new 3D widget.
.. code-block:: cpp
class WTriangle : public viz::Widget3D
{
public:
WTriangle(const Point3f &pt1, const Point3f &pt2, const Point3f &pt3, const viz::Color & color = viz::Color::white());
};
* Assign a VTK actor to the widget.
.. code-block:: cpp
// Store this actor in the widget in order that visualizer can access it
viz::WidgetAccessor::setProp(*this, actor);
* Set color of the widget.
.. code-block:: cpp
// Set the color of the widget. This has to be called after WidgetAccessor.
setColor(color);
* Construct a triangle widget and display it in the window.
.. code-block:: cpp
/// Create a triangle widget
WTriangle tw(Point3f(0.0,0.0,0.0), Point3f(1.0,1.0,1.0), Point3f(0.0,1.0,0.0), viz::Color::red());
/// Show widget in the visualizer window
myWindow.showWidget("TRIANGLE", tw);
Results
=======
Here is the result of the program.
.. image:: images/red_triangle.png
:alt: Creating Widgets
:align: center

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.. _launching_viz:
Launching Viz
*************
Goal
====
In this tutorial you will learn how to
.. container:: enumeratevisibleitemswithsquare
* Open a visualization window.
* Access a window by its name.
* Start event loop.
* Start event loop for a given amount of time.
Code
====
You can download the code from :download:`here <../../../../samples/cpp/tutorial_code/viz/launching_viz.cpp>`.
.. code-block:: cpp
#include <opencv2/viz.hpp>
#include <iostream>
using namespace cv;
using namespace std;
/**
* @function main
*/
int main()
{
/// Create a window
viz::Viz3d myWindow("Viz Demo");
/// Start event loop
myWindow.spin();
/// Event loop is over when pressed q, Q, e, E
cout << "First event loop is over" << endl;
/// Access window via its name
viz::Viz3d sameWindow = viz::get("Viz Demo");
/// Start event loop
sameWindow.spin();
/// Event loop is over when pressed q, Q, e, E
cout << "Second event loop is over" << endl;
/// Event loop is over when pressed q, Q, e, E
/// Start event loop once for 1 millisecond
sameWindow.spinOnce(1, true);
while(!sameWindow.wasStopped())
{
/// Interact with window
/// Event loop for 1 millisecond
sameWindow.spinOnce(1, true);
}
/// Once more event loop is stopped
cout << "Last event loop is over" << endl;
return 0;
}
Explanation
===========
Here is the general structure of the program:
* Create a window.
.. code-block:: cpp
/// Create a window
viz::Viz3d myWindow("Viz Demo");
* Start event loop. This event loop will run until user terminates it by pressing **e**, **E**, **q**, **Q**.
.. code-block:: cpp
/// Start event loop
myWindow.spin();
* Access same window via its name. Since windows are implicitly shared, **sameWindow** is exactly the same with **myWindow**. If the name does not exist, a new window is created.
.. code-block:: cpp
/// Access window via its name
viz::Viz3d sameWindow = viz::get("Viz Demo");
* Start a controlled event loop. Once it starts, **wasStopped** is set to false. Inside the while loop, in each iteration, **spinOnce** is called to prevent event loop from completely stopping. Inside the while loop, user can execute other statements including those which interact with the window.
.. code-block:: cpp
/// Event loop is over when pressed q, Q, e, E
/// Start event loop once for 1 millisecond
sameWindow.spinOnce(1, true);
while(!sameWindow.wasStopped())
{
/// Interact with window
/// Event loop for 1 millisecond
sameWindow.spinOnce(1, true);
}
Results
=======
Here is the result of the program.
.. image:: images/window_demo.png
:alt: Launching Viz
:align: center

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.. _Table-Of-Content-Viz:
**OpenCV Viz**
-----------------------------------------------------------
.. include:: ../../definitions/tocDefinitions.rst
+
.. tabularcolumns:: m{100pt} m{300pt}
.. cssclass:: toctableopencv
================== ===============================================================================
|VizLaunchingViz| **Title:** :ref:`launching_viz`
*Compatibility:* > OpenCV 3.0.0
*Author:* Ozan Tonkal
You will learn how to launch a viz window.
================== ===============================================================================
.. |VizLaunchingViz| image:: ../launching_viz/images/window_demo.png
:height: 120pt
:width: 90pt
+
.. tabularcolumns:: m{100pt} m{300pt}
.. cssclass:: toctableopencv
================ ============================================================================
|WidgetPose| **Title:** :ref:`widget_pose`
*Compatibility:* > OpenCV 3.0.0
*Author:* Ozan Tonkal
You will learn how to change pose of a widget.
================ ============================================================================
.. |WidgetPose| image:: ../widget_pose/images/widgetpose.png
:height: 90pt
:width: 90pt
+
.. tabularcolumns:: m{100pt} m{300pt}
.. cssclass:: toctableopencv
================== ============================================================================
|Transformations| **Title:** :ref:`transformations`
*Compatibility:* > OpenCV 3.0.0
*Author:* Ozan Tonkal
You will learn how to transform between global and camera frames.
================== ============================================================================
.. |Transformations| image:: ../transformations/images/global_view_point.png
:height: 120pt
:width: 90pt
+
.. tabularcolumns:: m{100pt} m{300pt}
.. cssclass:: toctableopencv
================== ============================================================================
|CreatingWidgets| **Title:** :ref:`creating_widgets`
*Compatibility:* > OpenCV 3.0.0
*Author:* Ozan Tonkal
You will learn how to create your own widgets.
================== ============================================================================
.. |CreatingWidgets| image:: ../creating_widgets/images/red_triangle.png
:height: 120pt
:width: 90pt
.. raw:: latex
\pagebreak
.. toctree::
:hidden:
../launching_viz/launching_viz
../widget_pose/widget_pose
../transformations/transformations
../creating_widgets/creating_widgets

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.. _transformations:
Transformations
***************
Goal
====
In this tutorial you will learn how to
.. container:: enumeratevisibleitemswithsquare
* How to use makeTransformToGlobal to compute pose
* How to use makeCameraPose and Viz3d::setViewerPose
* How to visualize camera position by axes and by viewing frustum
Code
====
You can download the code from :download:`here <../../../../samples/cpp/tutorial_code/viz/transformations.cpp>`.
.. code-block:: cpp
#include <opencv2/viz.hpp>
#include <iostream>
#include <fstream>
using namespace cv;
using namespace std;
/**
* @function cvcloud_load
* @brief load bunny.ply
*/
Mat cvcloud_load()
{
Mat cloud(1, 1889, CV_32FC3);
ifstream ifs("bunny.ply");
string str;
for(size_t i = 0; i < 12; ++i)
getline(ifs, str);
Point3f* data = cloud.ptr<cv::Point3f>();
float dummy1, dummy2;
for(size_t i = 0; i < 1889; ++i)
ifs >> data[i].x >> data[i].y >> data[i].z >> dummy1 >> dummy2;
cloud *= 5.0f;
return cloud;
}
/**
* @function main
*/
int main(int argn, char **argv)
{
if (argn < 2)
{
cout << "Usage: " << endl << "./transformations [ G | C ]" << endl;
return 1;
}
bool camera_pov = (argv[1][0] == 'C');
/// Create a window
viz::Viz3d myWindow("Coordinate Frame");
/// Add coordinate axes
myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
/// Let's assume camera has the following properties
Point3f cam_pos(3.0f,3.0f,3.0f), cam_focal_point(3.0f,3.0f,2.0f), cam_y_dir(-1.0f,0.0f,0.0f);
/// We can get the pose of the cam using makeCameraPose
Affine3f cam_pose = viz::makeCameraPose(cam_pos, cam_focal_point, cam_y_dir);
/// We can get the transformation matrix from camera coordinate system to global using
/// - makeTransformToGlobal. We need the axes of the camera
Affine3f transform = viz::makeTransformToGlobal(Vec3f(0.0f,-1.0f,0.0f), Vec3f(-1.0f,0.0f,0.0f), Vec3f(0.0f,0.0f,-1.0f), cam_pos);
/// Create a cloud widget.
Mat bunny_cloud = cvcloud_load();
viz::WCloud cloud_widget(bunny_cloud, viz::Color::green());
/// Pose of the widget in camera frame
Affine3f cloud_pose = Affine3f().translate(Vec3f(0.0f,0.0f,3.0f));
/// Pose of the widget in global frame
Affine3f cloud_pose_global = transform * cloud_pose;
/// Visualize camera frame
if (!camera_pov)
{
viz::WCameraPosition cpw(0.5); // Coordinate axes
viz::WCameraPosition cpw_frustum(Vec2f(0.889484, 0.523599)); // Camera frustum
myWindow.showWidget("CPW", cpw, cam_pose);
myWindow.showWidget("CPW_FRUSTUM", cpw_frustum, cam_pose);
}
/// Visualize widget
myWindow.showWidget("bunny", cloud_widget, cloud_pose_global);
/// Set the viewer pose to that of camera
if (camera_pov)
myWindow.setViewerPose(cam_pose);
/// Start event loop.
myWindow.spin();
return 0;
}
Explanation
===========
Here is the general structure of the program:
* Create a visualization window.
.. code-block:: cpp
/// Create a window
viz::Viz3d myWindow("Transformations");
* Get camera pose from camera position, camera focal point and y direction.
.. code-block:: cpp
/// Let's assume camera has the following properties
Point3f cam_pos(3.0f,3.0f,3.0f), cam_focal_point(3.0f,3.0f,2.0f), cam_y_dir(-1.0f,0.0f,0.0f);
/// We can get the pose of the cam using makeCameraPose
Affine3f cam_pose = viz::makeCameraPose(cam_pos, cam_focal_point, cam_y_dir);
* Obtain transform matrix knowing the axes of camera coordinate system.
.. code-block:: cpp
/// We can get the transformation matrix from camera coordinate system to global using
/// - makeTransformToGlobal. We need the axes of the camera
Affine3f transform = viz::makeTransformToGlobal(Vec3f(0.0f,-1.0f,0.0f), Vec3f(-1.0f,0.0f,0.0f), Vec3f(0.0f,0.0f,-1.0f), cam_pos);
* Create a cloud widget from bunny.ply file
.. code-block:: cpp
/// Create a cloud widget.
Mat bunny_cloud = cvcloud_load();
viz::WCloud cloud_widget(bunny_cloud, viz::Color::green());
* Given the pose in camera coordinate system, estimate the global pose.
.. code-block:: cpp
/// Pose of the widget in camera frame
Affine3f cloud_pose = Affine3f().translate(Vec3f(0.0f,0.0f,3.0f));
/// Pose of the widget in global frame
Affine3f cloud_pose_global = transform * cloud_pose;
* If the view point is set to be global, visualize camera coordinate frame and viewing frustum.
.. code-block:: cpp
/// Visualize camera frame
if (!camera_pov)
{
viz::WCameraPosition cpw(0.5); // Coordinate axes
viz::WCameraPosition cpw_frustum(Vec2f(0.889484, 0.523599)); // Camera frustum
myWindow.showWidget("CPW", cpw, cam_pose);
myWindow.showWidget("CPW_FRUSTUM", cpw_frustum, cam_pose);
}
* Visualize the cloud widget with the estimated global pose
.. code-block:: cpp
/// Visualize widget
myWindow.showWidget("bunny", cloud_widget, cloud_pose_global);
* If the view point is set to be camera's, set viewer pose to **cam_pose**.
.. code-block:: cpp
/// Set the viewer pose to that of camera
if (camera_pov)
myWindow.setViewerPose(cam_pose);
Results
=======
#. Here is the result from the camera point of view.
.. image:: images/camera_view_point.png
:alt: Camera Viewpoint
:align: center
#. Here is the result from global point of view.
.. image:: images/global_view_point.png
:alt: Global Viewpoint
:align: center

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.. _widget_pose:
Pose of a widget
****************
Goal
====
In this tutorial you will learn how to
.. container:: enumeratevisibleitemswithsquare
* Add widgets to the visualization window
* Use Affine3 to set pose of a widget
* Rotating and translating a widget along an axis
Code
====
You can download the code from :download:`here <../../../../samples/cpp/tutorial_code/viz/widget_pose.cpp>`.
.. code-block:: cpp
#include <opencv2/viz.hpp>
#include <opencv2/calib3d.hpp>
#include <iostream>
using namespace cv;
using namespace std;
/**
* @function main
*/
int main()
{
/// Create a window
viz::Viz3d myWindow("Coordinate Frame");
/// Add coordinate axes
myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
/// Add line to represent (1,1,1) axis
viz::WLine axis(Point3f(-1.0f,-1.0f,-1.0f), Point3f(1.0f,1.0f,1.0f));
axis.setRenderingProperty(viz::LINE_WIDTH, 4.0);
myWindow.showWidget("Line Widget", axis);
/// Construct a cube widget
viz::WCube cube_widget(Point3f(0.5,0.5,0.0), Point3f(0.0,0.0,-0.5), true, viz::Color::blue());
cube_widget.setRenderingProperty(viz::LINE_WIDTH, 4.0);
/// Display widget (update if already displayed)
myWindow.showWidget("Cube Widget", cube_widget);
/// Rodrigues vector
Mat rot_vec = Mat::zeros(1,3,CV_32F);
float translation_phase = 0.0, translation = 0.0;
while(!myWindow.wasStopped())
{
/* Rotation using rodrigues */
/// Rotate around (1,1,1)
rot_vec.at<float>(0,0) += CV_PI * 0.01f;
rot_vec.at<float>(0,1) += CV_PI * 0.01f;
rot_vec.at<float>(0,2) += CV_PI * 0.01f;
/// Shift on (1,1,1)
translation_phase += CV_PI * 0.01f;
translation = sin(translation_phase);
Mat rot_mat;
Rodrigues(rot_vec, rot_mat);
/// Construct pose
Affine3f pose(rot_mat, Vec3f(translation, translation, translation));
myWindow.setWidgetPose("Cube Widget", pose);
myWindow.spinOnce(1, true);
}
return 0;
}
Explanation
===========
Here is the general structure of the program:
* Create a visualization window.
.. code-block:: cpp
/// Create a window
viz::Viz3d myWindow("Coordinate Frame");
* Show coordinate axes in the window using CoordinateSystemWidget.
.. code-block:: cpp
/// Add coordinate axes
myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
* Display a line representing the axis (1,1,1).
.. code-block:: cpp
/// Add line to represent (1,1,1) axis
viz::WLine axis(Point3f(-1.0f,-1.0f,-1.0f), Point3f(1.0f,1.0f,1.0f));
axis.setRenderingProperty(viz::LINE_WIDTH, 4.0);
myWindow.showWidget("Line Widget", axis);
* Construct a cube.
.. code-block:: cpp
/// Construct a cube widget
viz::WCube cube_widget(Point3f(0.5,0.5,0.0), Point3f(0.0,0.0,-0.5), true, viz::Color::blue());
cube_widget.setRenderingProperty(viz::LINE_WIDTH, 4.0);
myWindow.showWidget("Cube Widget", cube_widget);
* Create rotation matrix from rodrigues vector
.. code-block:: cpp
/// Rotate around (1,1,1)
rot_vec.at<float>(0,0) += CV_PI * 0.01f;
rot_vec.at<float>(0,1) += CV_PI * 0.01f;
rot_vec.at<float>(0,2) += CV_PI * 0.01f;
...
Mat rot_mat;
Rodrigues(rot_vec, rot_mat);
* Use Affine3f to set pose of the cube.
.. code-block:: cpp
/// Construct pose
Affine3f pose(rot_mat, Vec3f(translation, translation, translation));
myWindow.setWidgetPose("Cube Widget", pose);
* Animate the rotation using wasStopped and spinOnce
.. code-block:: cpp
while(!myWindow.wasStopped())
{
...
myWindow.spinOnce(1, true);
}
Results
=======
Here is the result of the program.
.. raw:: html
<div align="center">
<iframe width="420" height="315" src="https://www.youtube.com/embed/Jo47zc6-hvI" frameborder="0" allowfullscreen></iframe>
</div>