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RainMaker.cpp
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RainMaker.cpp
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/***********************************************************************
RainMaker - Class to detect objects moving through a given range of
depths in a depth image sequence to trigger rainfall on virtual terrain.
Copyright (c) 2012-2013 Oliver Kreylos
This file is part of the Augmented Reality Sandbox (SARndbox).
The Augmented Reality Sandbox is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the
License, or (at your option) any later version.
The Augmented Reality Sandbox is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License along
with the Augmented Reality Sandbox; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
***********************************************************************/
#include "RainMaker.h"
#include <Misc/FunctionCalls.h>
#include <Geometry/HVector.h>
#include <Geometry/Plane.h>
#include "FindBlobs.h"
template <>
class BlobProperty<unsigned short> // Class to calculate the 3D centroid of a blob in depth image space
{
/* Elements: */
private:
double pxs,pys,pzs; // Accumulated components of centroid
size_t numPixels; // Number of accumulated pixels
/* Constructors and destructors: */
public:
BlobProperty(void)
:pxs(0.0),pys(0.0),pzs(0.0),
numPixels(0)
{
}
/* Methods: */
void addPixel(unsigned int x,unsigned int y,const unsigned short& pixelValue)
{
pxs+=double(x);
pys+=double(y);
pzs+=double(pixelValue);
++numPixels;
}
void merge(const BlobProperty& other)
{
pxs+=other.pxs;
pys+=other.pys;
pzs+=other.pzs;
numPixels+=other.numPixels;
}
size_t getNumPixels(void) const
{
return numPixels;
}
Geometry::Point<double,3> calcCentroid(void) const // Returns the centroid of the blob in depth image space
{
return Geometry::Point<double,3>(pxs/double(numPixels),pys/double(numPixels),pzs/double(numPixels));
}
};
template <>
class BlobProperty<float> // Class to calculate the 3D centroid of a blob in depth image space
{
/* Elements: */
private:
double pxs,pys,pzs; // Accumulated components of centroid
size_t numPixels; // Number of accumulated pixels
/* Constructors and destructors: */
public:
BlobProperty(void)
:pxs(0.0),pys(0.0),pzs(0.0),
numPixels(0)
{
}
/* Methods: */
void addPixel(unsigned int x,unsigned int y,const float& pixelValue)
{
pxs+=double(x);
pys+=double(y);
pzs+=double(pixelValue);
++numPixels;
}
void merge(const BlobProperty& other)
{
pxs+=other.pxs;
pys+=other.pys;
pzs+=other.pzs;
numPixels+=other.numPixels;
}
size_t getNumPixels(void) const
{
return numPixels;
}
Geometry::Point<double,3> calcCentroid(void) const // Returns the centroid of the blob in depth image space
{
return Geometry::Point<double,3>(pxs/double(numPixels),pys/double(numPixels),pzs/double(numPixels));
}
};
class ValidPixelProperty // Functor class to identify valid pixels in raw depth frames
{
/* Elements: */
private:
float minPlane[4]; // Plane equation of the lower bound of valid depth values in depth image space
float maxPlane[4]; // Plane equation of the upper bound of valid depth values in depth image space
Geometry::Matrix<float,3,4> colorDepthHomography; // Homography from 3D depth image space into 2D color image space
unsigned int colorSize[2]; // Width and height of color frames
const unsigned char* colorFrame; // The current color frame
/* Constructors and destructors: */
public:
ValidPixelProperty(const float sMinPlane[4],const float sMaxPlane[4],const Geometry::Matrix<float,3,4>& sColorDepthHomography,const unsigned int sColorSize[2])
:colorDepthHomography(sColorDepthHomography),
colorFrame(0)
{
/* Copy the min and max plane equations: */
for(int i=0;i<4;++i)
minPlane[i]=sMinPlane[i];
for(int i=0;i<4;++i)
maxPlane[i]=sMaxPlane[i];
/* Copy the color image size: */
for(int i=0;i<2;++i)
colorSize[i]=sColorSize[i];
}
/* Methods: */
public:
void setColorFrame(const unsigned char* newColorFrame) // Sets the color frame for the next blob extraction
{
colorFrame=newColorFrame;
}
bool operator()(unsigned int x,unsigned int y,const unsigned short& pixel) const
{
return operator()(x,y,float(pixel));
}
bool operator()(unsigned int x,unsigned int y,const float& pixel) const
{
/* Plug the pixel into the plane equations to determine its validity: */
float px=float(x)+0.5f;
float py=float(y)+0.5f;
float pz=pixel;
float minD=minPlane[0]*px+minPlane[1]*py+minPlane[2]*pz+minPlane[3];
float maxD=maxPlane[0]*px+maxPlane[1]*py+maxPlane[2]*pz+maxPlane[3];
if(minD<0.0f||maxD>0.0f)
return false;
#if 0
/* Project the pixel into the color frame: */
Geometry::ComponentArray<float,3> colorPos=colorDepthHomography*Geometry::ComponentArray<float,4>(px,py,pz,1.0f);
int cx=int(Math::floor(colorPos[0]/colorPos[2]));
int cy=int(Math::floor(colorPos[1]/colorPos[2]));
if(cx<0||cx>=colorSize[0]||cy<0||cy>=colorSize[1])
return false;
#if 0
/* Check if the pixel is mostly black-ish: */
const unsigned char* rgb=colorFrame+((cy*colorSize[0]+cx)*3);
return rgb[0]<64U&&rgb[1]<64U&&rgb[2]<64U;
#else
/* Normalize the pixel's color: */
const unsigned char* rgb=colorFrame+((cy*colorSize[0]+cx)*3);
unsigned char max=rgb[0];
for(int i=1;i<3;++i)
if(max<rgb[i])
max=rgb[i];
float rgb0[3];
for(int i=0;i<3;++i)
rgb0[i]=float(rgb[i])/float(max);
/* Check if the color is red-ish: */
return rgb0[0]>=0.8f&&rgb0[1]<0.25f&&rgb0[2]<0.25f;
#endif
#else
return true;
#endif
}
};
/**************************
Methods of class RainMaker:
**************************/
template <class DepthPixelParam>
inline
void RainMaker::extractBlobs(const Kinect::FrameBuffer& depthFrame,const ValidPixelProperty& vpp,RainMaker::BlobList& blobsCc)
{
/* Extract raw blobs from the depth frame: */
std::vector< ::Blob<DepthPixelParam> > blobsDic=findBlobs(depthSize,static_cast<const DepthPixelParam*>(depthFrame.getBuffer()),vpp);
/* Transform all blobs larger than the threshold to camera space: */
blobsCc.reserve(blobsDic.size());
for(typename std::vector< ::Blob<DepthPixelParam> >::const_iterator bIt=blobsDic.begin();bIt!=blobsDic.end();++bIt)
if(bIt->max[0]-bIt->min[0]>=minBlobSize&&bIt->max[1]-bIt->min[1]>=minBlobSize)
{
Blob blobCc;
Point centroidDic=bIt->blobProperty.calcCentroid();
blobCc.centroid=depthProjection.transform(centroidDic);
/* Estimate the radius of the blob in camera space (this is admittedly ad-hoc): */
double radiusDic=double(bIt->max[0]-bIt->min[0])*0.5;
if(radiusDic>(bIt->max[1]-bIt->min[1])*0.5)
{
radiusDic=(bIt->max[1]-bIt->min[1])*0.5;
blobCc.radius=Geometry::dist(depthProjection.transform(Point(centroidDic[0],centroidDic[1]+radiusDic,centroidDic[2])),blobCc.centroid);
}
else
blobCc.radius=Geometry::dist(depthProjection.transform(Point(centroidDic[0]+radiusDic,centroidDic[1],centroidDic[2])),blobCc.centroid);
/* Store the blob: */
blobsCc.push_back(blobCc);
}
}
void* RainMaker::detectionThreadMethod(void)
{
unsigned int lastInputDepthFrameVersion=0;
unsigned int lastInputColorFrameVersion=0;
/* Create a pixel validity decider: */
ValidPixelProperty vpp(minPlane,maxPlane,colorDepthHomography,colorSize);
while(true)
{
Kinect::FrameBuffer depthFrame,colorFrame;
{
Threads::MutexCond::Lock inputLock(inputCond);
/* Wait until a new depth and color frame arrive, or the program shuts down: */
while(runDetectionThread&&(lastInputDepthFrameVersion==inputDepthFrameVersion||lastInputColorFrameVersion==inputColorFrameVersion))
inputCond.wait(inputLock);
/* Bail out if the program is shutting down: */
if(!runDetectionThread)
break;
/* Work on the new frames: */
depthFrame=inputDepthFrame;
colorFrame=inputColorFrame;
lastInputDepthFrameVersion=inputDepthFrameVersion;
lastInputColorFrameVersion=inputColorFrameVersion;
}
if(outputBlobsFunction!=0)
{
/* Set the most recent color frame in the pixel validator: */
vpp.setColorFrame(static_cast<const unsigned char*>(colorFrame.getBuffer()));
/* Detect all objects in the depth frame between the min and max planes: */
BlobList blobsCc;
if(depthIsFloat)
extractBlobs<float>(depthFrame,vpp,blobsCc);
else
extractBlobs<unsigned short>(depthFrame,vpp,blobsCc);
/* Call the callback function: */
(*outputBlobsFunction)(blobsCc);
}
}
return 0;
}
RainMaker::RainMaker(const unsigned int sDepthSize[2],const unsigned int sColorSize[2],const RainMaker::PTransform& sDepthProjection,const RainMaker::PTransform& sColorProjection,const RainMaker::Plane& basePlane,double minElevation,double maxElevation,int sMinBlobSize)
:depthIsFloat(false),
outputBlobsFunction(0)
{
/* Remember the frame sizes: */
for(int i=0;i<2;++i)
depthSize[i]=sDepthSize[i];
for(int i=0;i<2;++i)
colorSize[i]=sColorSize[i];
/* Remember the depth and color projections: */
depthProjection=sDepthProjection;
colorProjection=sColorProjection;
/* Calculate the direct homography from depth image space to color image space: */
PTransform hom=PTransform::scale(PTransform::Scale(double(colorSize[0]),double(colorSize[1]),1.0)); // Go to color image space
hom*=colorProjection; // Go to color texture space
/* Remove the superfluous z component row: */
for(int i=0;i<2;++i)
for(int j=0;j<4;++j)
colorDepthHomography(i,j)=float(hom.getMatrix()(i,j));
for(int j=0;j<4;++j)
colorDepthHomography(2,j)=float(hom.getMatrix()(3,j));
/* Initialize the input frame slot: */
inputDepthFrameVersion=0;
inputColorFrameVersion=0;
/* Calculate the equations of the minimum and maximum elevation planes in camera space: */
PTransform::HVector minPlaneCc(basePlane.getNormal());
minPlaneCc[3]=-(basePlane.getOffset()+minElevation*basePlane.getNormal().mag());
PTransform::HVector maxPlaneCc(basePlane.getNormal());
maxPlaneCc[3]=-(basePlane.getOffset()+maxElevation*basePlane.getNormal().mag());
/* Transform the plane equations to depth image space and flip and swap the min and max planes because elevation increases opposite to raw depth: */
PTransform::HVector minPlaneDic(depthProjection.getMatrix().transposeMultiply(minPlaneCc));
double minPlaneScale=-1.0/Geometry::mag(minPlaneDic.toVector());
for(int i=0;i<4;++i)
maxPlane[i]=float(minPlaneDic[i]*minPlaneScale);
PTransform::HVector maxPlaneDic(depthProjection.getMatrix().transposeMultiply(maxPlaneCc));
double maxPlaneScale=-1.0/Geometry::mag(maxPlaneDic.toVector());
for(int i=0;i<4;++i)
minPlane[i]=float(maxPlaneDic[i]*maxPlaneScale);
/* Initialize the blob detector: */
minBlobSize=sMinBlobSize;
/* Start the object detection thread: */
runDetectionThread=true;
detectionThread.start(this,&RainMaker::detectionThreadMethod);
}
RainMaker::~RainMaker(void)
{
/* Shut down the object detection thread: */
{
Threads::MutexCond::Lock inputLock(inputCond);
runDetectionThread=false;
inputCond.signal();
}
detectionThread.join();
/* Release all allocated resources: */
delete outputBlobsFunction;
}
void RainMaker::setDepthIsFloat(bool newDepthIsFloat)
{
depthIsFloat=newDepthIsFloat;
}
void RainMaker::setOutputBlobsFunction(RainMaker::OutputBlobsFunction* newOutputBlobsFunction)
{
delete outputBlobsFunction;
outputBlobsFunction=newOutputBlobsFunction;
}
void RainMaker::receiveRawDepthFrame(const Kinect::FrameBuffer& newDepthFrame)
{
Threads::MutexCond::Lock inputLock(inputCond);
/* Store the new buffer in the input buffer: */
inputDepthFrame=newDepthFrame;
++inputDepthFrameVersion;
/* Signal the background thread: */
inputCond.signal();
}
void RainMaker::receiveRawColorFrame(const Kinect::FrameBuffer& newColorFrame)
{
Threads::MutexCond::Lock inputLock(inputCond);
/* Store the new buffer in the input buffer: */
inputColorFrame=newColorFrame;
++inputColorFrameVersion;
/* Signal the background thread: */
inputCond.signal();
}