Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Welcome To Ask or Share your Answers For Others

Categories

0 votes
735 views
in Technique[技术] by (71.8m points)

math - Transforming captured co-ordinates into screen co-ordinates

I think this is probably a simple maths question but I have no idea what's going on right now.

I'm capturing the positions of "markers" on a webcam and I have a list of markers and their co-ordinates. Four of the markers are the outer corners of a work surface, and the fifth (green) marker is a widget. Like this:

alt text

Here's some example data:

  • Top left marker (a=98, b=86)
  • Top right marker (c=119, d=416)
  • Bottom left marker (e=583, f=80)
  • Bottom right marker (g=569, h=409)
  • Widget marker (x=452, y=318)

I'd like to somehow transform the webcam's widget position into a co-ordinate to display on the screen, where top left is 0,0 not 98,86 and somehow take into account the warped angles from the webcam capture.

Where would I even begin? Any help appreciated

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome To Ask or Share your Answers For Others

1 Reply

0 votes
by (71.8m points)

In order to compute the warping, you need to compute a homography between the four corners of your input rectangle and the screen.

Since your webcam polygon seems to have an arbitrary shape, a full perspective homography can be used to convert it to a rectangle. It's not that complicated, and you can solve it with a mathematical function (should be easily available) known as Singular Value Decomposition or SVD.

Background information:

For planar transformations like this, you can easily describe them with a homography, which is a 3x3 matrix H such that if any point on or in your webcam polygon, say x1 were multiplied by H, i.e. H*x1, we would get a point on the screen (rectangular), i.e. x2.

Now, note that these points are represented by their homogeneous coordinates which is nothing but adding a third coordinate (the reason for which is beyond the scope of this post). So, suppose your coordinates for X1 were, (100,100), then the homogeneous representation would be a column vector x1 = [100;100;1] (where ; represents a new row).

Ok, so now we have 8 homogeneous vectors representing 4 points on the webcam polygon and the 4 corners of your screen - this is all we need to compute a homography.

Computing the homography:

A little math: I'm not going to get into the math, but briefly this is how we solve it:

We know that 3x3 matrix H,

H = 

h11 h12 h13
h21 h22 h23
h31 h32 h33

where hij represents the element in H at the ith row and the jth column

can be used to get the new screen coordinates by x2 = H*x1. Also, the result will be something like x2 = [12;23;0.1] so to get it in the screen coordinates, we normalize it by the third element or X2 = (120,230) which is (12/0.1,23/0.1).

So this means each point in your webcam polygon (WP) can be multiplied by H (and then normalized) to get your screen coordinates (SC), i.e.

SC1 = H*WP1
SC2 = H*WP2
SC3 = H*WP3
SC4 = H*WP4
where SCi refers to the ith point in screen coordinates and 
      WPi means the same for the webcam polygon

Computing H: (the quick and painless explanation)

Pseudocode:

for n = 1 to 4
{
    // WP_n refers to the 4th point in the webcam polygon 
    X = WP_n;

    // SC_n refers to the nth point in the screen coordinates
    // corresponding to the nth point in the webcam polygon

    // For example, WP_1 and SC_1 is the top-left point for the webcam
    // polygon and the screen coordinates respectively.

    x = SC_n(1); y = SC_n(2);

    // A is the matrix which we'll solve to get H
    // A(i,:) is the ith row of A

    // Here we're stacking 2 rows per point correspondence on A
    // X(i) is the ith element of the vector X (the webcam polygon coordinates, e.g. (120,230)
    A(2*n-1,:) = [0 0 0 -X(1) -X(2) -1 y*X(1) y*X(2) y];    
    A(2*n,:)   = [X(1) X(2) 1 0 0 0 -x*X(1) -x*X(2) -x];
}

Once you have A, just compute svd(A) which will give decompose it into U,S,VT (such that A = USVT). The vector corresponding to the smallest singular value is H (once you reshape it into a 3x3 matrix).

With H, you can retrieve the "warped" coordinates of your widget marker location by multiplying it with H and normalizing.

Example:

In your particular example if we assume that your screen size is 800x600,

WP =

    98   119   583   569
    86   416    80   409
     1     1     1     1

SC =

     0   799     0   799
     0     0   599   599
     1     1     1     1

where each column corresponds to corresponding points.

Then we get:

H = 
   -0.0155   -1.2525  109.2306
   -0.6854    0.0436   63.4222
    0.0000    0.0001   -0.5692

Again, I'm not going into the math, but if we normalize H by h33, i.e. divide each element in H by -0.5692 in the example above,

H =
    0.0272    2.2004 -191.9061
    1.2042   -0.0766 -111.4258
   -0.0000   -0.0002    1.0000

This gives us a lot of insight into the transformation.

  • [-191.9061;-111.4258] defines the translation of your points (in pixels)
  • [0.0272 2.2004;1.2042 -0.0766] defines the affine transformation (which is essentially scaling and rotation).
  • The last 1.0000 is so because we scaled H by it and
  • [-0.0000 -0.0002] denotes the projective transformation of your webcam polygon.

Also, you can check if H is accurate my multiplying SC = H*WP and normalizing each column with its last element:

SC = H*WP    

    0.0000 -413.6395         0 -411.8448
   -0.0000    0.0000 -332.7016 -308.7547
   -0.5580   -0.5177   -0.5554   -0.5155

Dividing each column, by it's last element (e.g. in column 2, -413.6395/-0.5177 and 0/-0.5177):

SC
   -0.0000  799.0000         0  799.0000
    0.0000   -0.0000  599.0000  599.0000
    1.0000    1.0000    1.0000    1.0000

Which is the desired result.

Widget Coordinates:

Now, your widget coordinates can be transformed as well H*[452;318;1], which (after normalizing is (561.4161,440.9433).

So, this is what it would look like after warping: Warped

As you can see, the green + represents the widget point after warping.

Notes:

  1. There are some nice pictures in this article explaining homographies.
  2. You can play with transformation matrices here

MATLAB Code:

WP =[
    98   119   583   569
    86   416    80   409
     1     1     1     1
     ];

SC =[
     0   799     0   799
     0     0   599   599
     1     1     1     1
     ];    

A = zeros(8,9);  

for i = 1 : 4     
    X = WP(:,i);    
    x = SC(1,i); y = SC(2,i);        
    A(2*i-1,:) = [0 0 0 -X(1) -X(2) -1 y*X(1) y*X(2) y];        
    A(2*i,:)   = [X(1) X(2) 1 0 0 0 -x*X(1) -x*X(2) -x];
end

[U S V] = svd(A);

H = transpose(reshape(V(:,end),[3 3]));
H = H/H(3,3);

A

       0           0           0         -98         -86          -1           0           0           0
      98          86           1           0           0           0           0           0           0
       0           0           0        -119        -416          -1           0           0           0
     119         416           1           0           0           0      -95081     -332384        -799
       0           0           0        -583         -80          -1      349217       47920         599
     583          80           1           0           0           0           0           0           0
       0           0           0        -569        -409          -1      340831      244991         599
     569         409           1           0           0           0     -454631     -326791        -799

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
OGeek|极客中国-欢迎来到极客的世界,一个免费开放的程序员编程交流平台!开放,进步,分享!让技术改变生活,让极客改变未来! Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Click Here to Ask a Question

...