Formula for CGPointApplyAffineTransform function in iOS - ios

I am trying to affine rotate matrix in Android based on iOS Code
iOS has two functions CGAffineTransformMakeRotation and CGPointApplyAffineTransform used for calculation
Step 1: CGAffineTransformMakeRotation();
Input:
2.2860321998596191
Result:
a = -0.65579550461444569,
b = 0.75493857771840255,
c = -0.75493857771840255,
d = -0.65579550461444569,
tx = 0, ty = 0
Formula:
double A = Math.cos(RadiansRotated);
double B = -Math.sin(RadiansRotated);
double C = Math.sin(RadiansRotated);
double D = Math.cos(RadiansRotated);
I am able to calculate a,b,c,d for step 1 using above formula
Step 2: CGPointApplyAffineTransform()
Input :
x = 612.55191924649432,
y = -391.95960729287646
And Matrix return from Step 1
Result:
x = -105.80336653205421,
y = 719.48442314773808
Does anyone know the formula used in ApplyAffineTransform?
I need help for Step 2
I have tried with Android's Matrix class - Not Working
I have also tried with Java's AffineTransform - Not working

The math behind the CGAffineTransform functions is described in “The Math Behind the Matrices” in the Quartz 2D Programming Guide.
The formulae for transforming a point using an affine transform are given as:
x' = ax + cy + tx
y' = bx + dy + ty
Incidentally, in your step 1, you have reversed the signs of b and c, which has the effect of reversing the direction of rotation.

Related

Vectorization issue

Say you have two column vectors vv and ww, each with 7 elements (i.e., they have dimensions 7x1). Consider the following code:
z = 0;
for i = 1:7
z = z + v(i) * w(i)
end
A) z = sum (v .* w);
B) z = w' * v;
C) z = v * w;
D) z = w * v;
According to the solutions, answers (A) AND (B) are the right answers, can someone please help me understand why?
Why is z = v * w' which is similar to answer (B) but only the order of the operation changes, is false? Since we want a vector that by definition only has one column, wouldn't we need a matrix of this size: 1x7 * 7x1 = 1x1 ? So why is z = v' * w false ? It gives the same dimension as answer (B)?
z = v'*w is true and is equal to w'*v.
They both makes 1*1 matrix, which is a number value in octave.
See this:
octave:5> v = rand(7, 1);
octave:6> w = rand(7, 1);
octave:7> v'*w
ans = 1.3110
octave:8> w'*v
ans = 1.3110
octave:9> sum(v.*w)
ans = 1.3110
Answers A and B both perform a dot product of the two vectors, which yields the same result as the code provided. Answer A first performs the element-wise product (.*) of the two column vectors, then sums those intermediate values. Answer B performs the same mathematical operation but does so via a dot product (i.e., matrix multiplication).
Answer C is incorrect because it would be performing a matrix multiplication on misaligned matrices (7x1 and 7x1). The same is true for D.
z = v * w', which was not one of the options, is incorrect because it would yield a 7x7 matrix (instead of the 1x1 scalar value desired). The point is that order matters when performing matrix multiplication. (1xN)X(Nx1) -> (1x1), whereas (Nx1)X(1xN) -> (NxN).
z = v' * w is actually a correct solution but was simply not provided as one of the options.

Obtain sigma of gaussian blur between two images

Suppose I have an image A, I applied Gaussian Blur on it with Sigam=3 So I got another Image B. Is there a way to know the applied sigma if A,B is given?
Further clarification:
Image A:
Image B:
I want to write a function that take A,B and return Sigma:
double get_sigma(cv::Mat const& A,cv::Mat const& B);
Any suggestions?
EDIT1: The suggested approach doesn't work in practice in its original form(i.e. using only 9 equations for a 3 x 3 kernel), and I realized this later. See EDIT1 below for an explanation and EDIT2 for a method that works.
EDIT2: As suggested by Humam, I used the Least Squares Estimate (LSE) to find the coefficients.
I think you can estimate the filter kernel by solving a linear system of equations in this case. A linear filter weighs the pixels in a window by its coefficients, then take their sum and assign this value to the center pixel of the window in the result image. So, for a 3 x 3 filter like
the resulting pixel value in the filtered image
result_pix_value = h11 * a(y, x) + h12 * a(y, x+1) + h13 * a(y, x+2) +
h21 * a(y+1, x) + h22 * a(y+1, x+1) + h23 * a(y+1, x+2) +
h31 * a(y+2, x) + h32 * a(y+2, x+1) + h33 * a(y+2, x+2)
where a's are the pixel values within the window in the original image. Here, for the 3 x 3 filter you have 9 unknowns, so you need 9 equations. You can obtain those 9 equations using 9 pixels in the resulting image. Then you can form an Ax = b system and solve for x to obtain the filter coefficients. With the coefficients available, I think you can find the sigma.
In the following example I'm using non-overlapping windows as shown to obtain the equations.
You don't have to know the size of the filter. If you use a larger size, the coefficients that are not relevant will be close to zero.
Your result image size is different than the input image, so i didn't use that image for following calculation. I use your input image and apply my own filter.
I tested this in Octave. You can quickly run it if you have Octave/Matlab. For Octave, you need to load the image package.
I'm using the following kernel to blur the image:
h =
0.10963 0.11184 0.10963
0.11184 0.11410 0.11184
0.10963 0.11184 0.10963
When I estimate it using a window size 5, I get the following. As I said, the coefficients that are not relevant are close to zero.
g =
9.5787e-015 -3.1508e-014 1.2974e-015 -3.4897e-015 1.2739e-014
-3.7248e-014 1.0963e-001 1.1184e-001 1.0963e-001 1.8418e-015
4.1825e-014 1.1184e-001 1.1410e-001 1.1184e-001 -7.3554e-014
-2.4861e-014 1.0963e-001 1.1184e-001 1.0963e-001 9.7664e-014
1.3692e-014 4.6182e-016 -2.9215e-014 3.1305e-014 -4.4875e-014
EDIT1:
First of all, my apologies.
This approach doesn't really work in the practice. I've used the filt = conv2(a, h, 'same'); in the code. The resulting image data type in this case is double, whereas in the actual image the data type is usually uint8, so there's loss of information, which we can think of as noise. I simulated this with the minor modification filt = floor(conv2(a, h, 'same'));, and then I don't get the expected results.
The sampling approach is not ideal, because it's possible that it results in a degenerated system. Better approach is to use random sampling, avoiding the borders and making sure the entries in the b vector are unique. In the ideal case, as in my code, we are making sure the system Ax = b has a unique solution this way.
One approach would be to reformulate this as Mv = 0 system and try to minimize the squared norm of Mv under the constraint squared-norm v = 1, which we can solve using SVD. I could be wrong here, and I haven't tried this.
Another approach is to use the symmetry of the Gaussian kernel. Then a 3x3 kernel will have only 3 unknowns instead of 9. I think, this way we impose additional constraints on v of the above paragraph.
I'll try these out and post the results, even if I don't get the expected results.
EDIT2:
Using the LSE, we can find the filter coefficients as pinv(A'A)A'b. For completion, I'm adding a simple (and slow) LSE code.
Initial Octave Code:
clear all
im = double(imread('I2vxD.png'));
k = 5;
r = floor(k/2);
a = im(:, :, 1); % take the red channel
h = fspecial('gaussian', [3 3], 5); % filter with a 3x3 gaussian
filt = conv2(a, h, 'same');
% use non-overlapping windows to for the Ax = b syatem
% NOTE: boundry error checking isn't performed in the code below
s = floor(size(a)/2);
y = s(1);
x = s(2);
w = k*k;
y1 = s(1)-floor(w/2) + r;
y2 = s(1)+floor(w/2);
x1 = s(2)-floor(w/2) + r;
x2 = s(2)+floor(w/2);
b = [];
A = [];
for y = y1:k:y2
for x = x1:k:x2
b = [b; filt(y, x)];
f = a(y-r:y+r, x-r:x+r);
A = [A; f(:)'];
end
end
% estimated filter kernel
g = reshape(A\b, k, k)
LSE method:
clear all
im = double(imread('I2vxD.png'));
k = 5;
r = floor(k/2);
a = im(:, :, 1); % take the red channel
h = fspecial('gaussian', [3 3], 5); % filter with a 3x3 gaussian
filt = floor(conv2(a, h, 'same'));
s = size(a);
y1 = r+2; y2 = s(1)-r-2;
x1 = r+2; x2 = s(2)-r-2;
b = [];
A = [];
for y = y1:2:y2
for x = x1:2:x2
b = [b; filt(y, x)];
f = a(y-r:y+r, x-r:x+r);
f = f(:)';
A = [A; f];
end
end
g = reshape(A\b, k, k) % A\b returns the least squares solution
%g = reshape(pinv(A'*A)*A'*b, k, k)

What is the Project Tango lens distortion model?

The Project Tango C API documentation says that the TANGO_CALIBRATION_POLYNOMIAL_3_PARAMETERS lens distortion is modeled as:
x_corr_px = x_px (1 + k1 * r2 + k2 * r4 + k3 * r6) y_corr_px = y_px (1
+ k1 * r2 + k2 * r4 + k3 * r6)
That is, the undistorted coordinates are a power series function of the distorted coordinates. There is another definition in the Java API, but that description isn't detailed enough to tell which direction the function maps.
I've had a lot of trouble getting things to register properly, and I suspect that the mapping may actually go in the opposite direction, i.e. the distorted coordinates are a power series of the undistorted coordinates. If the camera calibration was produced using OpenCV, then the cause of the problem may be that the OpenCV documentation contradicts itself. The easiest description to find and understand is the OpenCV camera calibration tutorial, which does agree with the Project Tango docs:
But on the other hand, the OpenCV API documentation specifies that the mapping goes the other way:
My experiments with OpenCV show that its API documentation appears correct and the tutorial is wrong. A positive k1 (with all other distortion parameters set to zero) means pincushion distortion, and a negative k1 means barrel distortion. This matches what Wikipedia says about the Brown-Conrady model and will be opposite from the Tsai model. Note that distortion can be modeled either way depending on what makes the math more convenient. I opened a bug against OpenCV for this mismatch.
So my question: Is the Project Tango lens distortion model the same as the one implemented in OpenCV (documentation notwithstanding)?
Here's an image I captured from the color camera (slight pincushioning is visible):
And here's the camera calibration reported by the Tango service:
distortion = {double[5]#3402}
[0] = 0.23019999265670776
[1] = -0.6723999977111816
[2] = 0.6520439982414246
[3] = 0.0
[4] = 0.0
calibrationType = 3
cx = 638.603
cy = 354.906
fx = 1043.08
fy = 1043.1
cameraId = 0
height = 720
width = 1280
Here's how to undistort with OpenCV in python:
>>> import cv2
>>> src = cv2.imread('tango00042.png')
>>> d = numpy.array([0.2302, -0.6724, 0, 0, 0.652044])
>>> m = numpy.array([[1043.08, 0, 638.603], [0, 1043.1, 354.906], [0, 0, 1]])
>>> h,w = src.shape[:2]
>>> mDst, roi = cv2.getOptimalNewCameraMatrix(m, d, (w,h), 1, (w,h))
>>> dst = cv2.undistort(src, m, d, None, mDst)
>>> cv2.imwrite('foo.png', dst)
And that produces this, which is maybe a bit overcorrected at the top edge but much better than my attempts with the reverse model:
The Tango C-API Docs state that (x_corr_px, y_corr_px) is the "corrected output position". This corrected output position needs to then be scaled by focal length and offset by center of projection to correspond to a distorted pixel coordinates.
So, to project a point onto an image, you would have to:
Transform the 3D point so that it is in the frame of the camera
Convert the point into normalized image coordinates (x, y)
Calculate r2, r4, r6 for the normalized image coordinates (r2 = x*x + y*y)
Compute (x_corr_px, y_corr_px) based on the mentioned equations:
x_corr_px = x (1 + k1 * r2 + k2 * r4 + k3 * r6)
y_corr_px = y (1 + k1 * r2 + k2 * r4 + k3 * r6)
Compute distorted coordinates
x_dist_px = x_corr_px * fx + cx
y_dist_px = y_corr_px * fy + cy
Draw (x_dist_px, y_dist_px) on the original, distorted image buffer.
This also means that the corrected coordinates are the normalized coordinates scaled by a power series of the normalized image coordinates' magnitude. (this is the opposite of what the question suggests)
Looking at the implementation of cvProjectPoints2 in OpenCV (see [opencv]/modules/calib3d/src/calibration.cpp), the "Poly3" distortion in OpenCV is being applied the same direction as in Tango. All 3 versions (Tango Docs, OpenCV Tutorials, OpenCV API) are consistent and correct.
Good luck, and hopefully this helps!
(Update: Taking a closer look at a the code, it looks like the corrected coordinates and distorted coordinates are not the same. I've removed the incorrect parts of my response, and the remaining parts of this answer are still correct.)
Maybe it's not the right place to post, but I really want to share the readable version of code used in OpenCV to actually correct the distortion.
I'm sure that I'm not the only one who needs x_corrected and y_corrected and fails to find an easy and understandable formula.
I've rewritten the essential part of cv2.undistortPoints in Python and you may notice that the correction is performed iteratively. This is important, because the solution for polynom of 9-th power does not exist and all we can do is to apply its the reveresed version several times to get the numerical solution.
def myUndistortPoint((x0, y0), CM, DC):
[[k1, k2, p1, p2, k3, k4, k5, k6]] = DC
fx, _, cx = CM[0]
_, fy, cy = CM[1]
x = x_src = (x0 - cx) / fx
y = y_src = (y0 - cy) / fy
for _ in range(5):
r2 = x**2 + y**2
r4 = r2**2
r6 = r2 * r4
rad_dist = (1 + k4*r2 + k5*r4 + k6*r6) / (1 + k1*r2 + k2*r4 + k3*r6)
tang_dist_x = 2*p1 * x*y + p2*(r2 + 2*x**2)
tang_dist_y = 2*p2 * x*y + p1*(r2 + 2*y**2)
x = (x_src - tang_dist_x) * rad_dist
y = (y_src - tang_dist_y) * rad_dist
x = x * fx + cx
y = y * fy + cy
return x, y
To speed up, you can use only three iterations, on most cameras this will give enough precision to fit the pixels.

Drawing a circle with an evenly-distributed set-amount of points

I was wondering how you would go about this assuming you were working with a 2D coordinate frame in pixels. I created some examples of what I mean:
Red dot represents the origin point
Grey circle shows the radius but wouldn't actually be drawn
Green dots have a set amount and get evenly distributed along the
circle
With 3 dots:
http://prntscr.com/5vbj86
With 8 dots:
http://prntscr.com/5vbobd
Spektre answered my question but in C++, here it is in lua for anyone interested:
local x,y
local n = 10
local r = 100.0
local x0 = 250.0
local y0 = 250.0
local da = 2.0 * math.pi/n
local a = 0.0
for i = 0, n - 1 do
x = x0 + r * math.cos(a)
y = y0 + r * math.sin(a)
-- draw here using x,y
a = a + da
end
on circle very easy
for evenly distributed points the angle is increasing with the same step
so for N points the step is da=2.0*M_PI/N;
The code in C++ is like this:
int i,n=10;
double x,y,a,da;
double r=100.0,x0=250.0,y0=250.0; // circle definition
da=2.0*M_PI/double(n);
for (a=0.0,i=0;i<n;i++,a+=da)
{
x=x0+r*cos(a);
y=y0+r*sin(a);
// here draw or do something with (x,y) point
}

Converting angular velocity to quaternion in OpenCV

I need the angular velocity expressed as a quaternion for updating the quaternion every frame with the following expression in OpenCV:
q(k)=q(k-1)*qwt;
My angular velocity is
Mat w; //1x3
I would like to obtain a quaternion form of the angles
Mat qwt; //1x4
I couldn't find information about this, any ideas?
If I understand properly you want to pass from this Axis Angle form to a quaternion.
As shown in the link, first you need to calculate the module of the angular velocity (multiplied by delta(t) between frames), and then apply the formulas.
A sample function for this would be
// w is equal to angular_velocity*time_between_frames
void quatFromAngularVelocity(Mat& qwt, const Mat& w)
{
const float x = w.at<float>(0);
const float y = w.at<float>(1);
const float z = w.at<float>(2);
const float angle = sqrt(x*x + y*y + z*z); // module of angular velocity
if (angle > 0.0) // the formulas from the link
{
qwt.at<float>(0) = x*sin(angle/2.0f)/angle;
qwt.at<float>(1) = y*sin(angle/2.0f)/angle;
qwt.at<float>(2) = z*sin(angle/2.0f)/angle;
qwt.at<float>(3) = cos(angle/2.0f);
} else // to avoid illegal expressions
{
qwt.at<float>(0) = qwt.at<float>(0)=qwt.at<float>(0)=0.0f;
qwt.at<float>(3) = 1.0f;
}
}
Almost every transformation regarding quaternions, 3D space, etc is gathered at this website.
You will find time derivatives for quaternions also.
I find it useful the explanation of the physical meaning of a quaternion, which can be seen as an axis angle where
a = angle of rotation
x,y,z = axis of rotation.
Then the conversion uses:
q = cos(a/2) + i ( x * sin(a/2)) + j (y * sin(a/2)) + k ( z * sin(a/2))
Here is explained thoroughly.
Hope this helped to make it clearer.
One little trick to go with this and get rid of those cos and sin functions. The time derivative of a quaternion q(t) is:
dq(t)/dt = 0.5 * x(t) * q(t)
Where, if the angular velocity is {w0, w1, w2} then x(t) is a quaternion of {0, w0, w1, w2}. See David H Eberly's book section 10.5 for proof

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