我正在尝试使用 OpenCV 来做一些基本的增强现实。我要解决的方法是findChessboardCorners
从相机图像中获取一组点。然后,我沿着 z = 0 平面创建一个 3D 四边形,并使用它solvePnP
来获得成像点和平面点之间的单应性。由此,我想我应该能够设置一个模型视图矩阵,它允许我在图像顶部以正确的姿势渲染一个立方体。
的文档solvePnP
说它输出一个旋转向量“(与[平移向量]一起)将点从模型坐标系带到相机坐标系。” 我认为这与我想要的相反;因为我的四边形在平面 z = 0 上,所以我想要一个模型视图矩阵,它将将该四边形转换为适当的 3D 平面。
我认为通过以相反的顺序执行相反的旋转和平移,我可以计算出正确的模型视图矩阵,但这似乎不起作用。虽然渲染对象(立方体)确实随着相机图像移动并且在平移上似乎大致正确,但旋转根本不起作用;当它应该只在一个轴上旋转时,它在多个轴上,有时在错误的方向上。到目前为止,这是我正在做的事情:
std::vector<Point2f> corners;
bool found = findChessboardCorners(*_imageBuffer, cv::Size(5,4), corners,
CV_CALIB_CB_FILTER_QUADS |
CV_CALIB_CB_FAST_CHECK);
if(found)
{
drawChessboardCorners(*_imageBuffer, cv::Size(6, 5), corners, found);
std::vector<double> distortionCoefficients(5); // camera distortion
distortionCoefficients[0] = 0.070969;
distortionCoefficients[1] = 0.777647;
distortionCoefficients[2] = -0.009131;
distortionCoefficients[3] = -0.013867;
distortionCoefficients[4] = -5.141519;
// Since the image was resized, we need to scale the found corner points
float sw = _width / SMALL_WIDTH;
float sh = _height / SMALL_HEIGHT;
std::vector<Point2f> board_verts;
board_verts.push_back(Point2f(corners[0].x * sw, corners[0].y * sh));
board_verts.push_back(Point2f(corners[15].x * sw, corners[15].y * sh));
board_verts.push_back(Point2f(corners[19].x * sw, corners[19].y * sh));
board_verts.push_back(Point2f(corners[4].x * sw, corners[4].y * sh));
Mat boardMat(board_verts);
std::vector<Point3f> square_verts;
square_verts.push_back(Point3f(-1, 1, 0));
square_verts.push_back(Point3f(-1, -1, 0));
square_verts.push_back(Point3f(1, -1, 0));
square_verts.push_back(Point3f(1, 1, 0));
Mat squareMat(square_verts);
// Transform the camera's intrinsic parameters into an OpenGL camera matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Camera parameters
double f_x = 786.42938232; // Focal length in x axis
double f_y = 786.42938232; // Focal length in y axis (usually the same?)
double c_x = 217.01358032; // Camera primary point x
double c_y = 311.25384521; // Camera primary point y
cv::Mat cameraMatrix(3,3,CV_32FC1);
cameraMatrix.at<float>(0,0) = f_x;
cameraMatrix.at<float>(0,1) = 0.0;
cameraMatrix.at<float>(0,2) = c_x;
cameraMatrix.at<float>(1,0) = 0.0;
cameraMatrix.at<float>(1,1) = f_y;
cameraMatrix.at<float>(1,2) = c_y;
cameraMatrix.at<float>(2,0) = 0.0;
cameraMatrix.at<float>(2,1) = 0.0;
cameraMatrix.at<float>(2,2) = 1.0;
Mat rvec(3, 1, CV_32F), tvec(3, 1, CV_32F);
solvePnP(squareMat, boardMat, cameraMatrix, distortionCoefficients,
rvec, tvec);
_rv[0] = rvec.at<double>(0, 0);
_rv[1] = rvec.at<double>(1, 0);
_rv[2] = rvec.at<double>(2, 0);
_tv[0] = tvec.at<double>(0, 0);
_tv[1] = tvec.at<double>(1, 0);
_tv[2] = tvec.at<double>(2, 0);
}
然后在绘图代码中...
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 0.0f);
modelViewMatrix = GLKMatrix4Translate(modelViewMatrix, -tv[1], -tv[0], -tv[2]);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, -rv[0], 1.0f, 0.0f, 0.0f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, -rv[1], 0.0f, 1.0f, 0.0f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, -rv[2], 0.0f, 0.0f, 1.0f);
我正在渲染的顶点在原点周围创建一个单位长度的立方体(即沿着每个边从 -0.5 到 0.5。)我知道使用 OpenGL 转换函数以“相反的顺序”执行转换,所以上面应该沿着立方体旋转z, y, 然后是 x 轴,然后平移它。然而,它似乎是先翻译然后旋转,所以也许苹果的GLKMatrix4
工作方式不同?
这个问题似乎与我的非常相似,特别是 coder9 的答案似乎或多或少是我正在寻找的。但是,我尝试了它并将结果与我的方法进行了比较,两种情况下我得到的矩阵都是相同的。我觉得这个答案是正确的,但我错过了一些关键细节。