Building a buffer over a terrain model - mapping

I have a polygon and a terrain model (can be either grid or TIN). I'd like to a build, say, a 1km buffer so that the 1km is measured over the surface of the terrain, i.e. not planimetric. The buffer must always be at least 1km from the polygon and prefer a measure over the flattest part of the terrain.
Anyone know a good way to do this that is robust for all the edge cases you get with real terrain?
An algorithm or solution using FOSS tools is preferred.

with Grass Gis it's posible look this link
http://grass.ibiblio.org/gdp/html_grass62/r.buffer.html
or with pgraster
http://trac.osgeo.org/postgis/wiki/WKTRasterTutorial01
http://cartosig.upv.es/es/system/files/jomarlla/PGRASTER_20070710-0001.pdf
good luck

Related

Terrain Generation with Realistic Height Map

I am having troubles finding out the best way to add realism to a terrain generator. At this point I have a flood fill that works perfectly, however if I want to add any sort of realism I will need to add in height variables. I have seen the following methods attempted to make heightmaps:
Tectonic Plates https://experilous.com/1/blog/post/procedural-planet-generation
Simplex/Perlin Noise
Diamond-Square Algoritm
Right now I am generating plates through my flood fill, but I am not sure where to go from there.
I am not sure about using a noise function just due to the fact that I would need to generate biomes within a continent to make it look realistic (A continent with just mountains would be unrealistic). The diamond square algorithm probably isn't going to work for my needs because I would like to be flexible in sizing.
What is my best option for generating a height map if I have square tiles to give some realism, not very resource intensive, and keep the code I have?
Here is an image of the generation, and the generation code is in the Github project:
https://github.com/Hunterb9101/TileWorkspace/blob/59fe1f28f019d7128c970772d1ef6bd30d63072c/Generation.png
tldr: I would use a perlin noise generation with some tacked on biomes.
This article/tutorial goes over code snippets and their implementation methods. Suggesting the best algorithm for your task depends entirely on your skill and end result goals.
However a brief description of perlin noise and using it with realistic aims in mind...
As with most terrain generation, noise functions are your friend -
Perlin and/or simplex noise in particular. I've implemented some
planetary terrain generation algorithms and although they are in 2d,
the resulting height / "texture" map could be projected to a sphere
rather easily. I assume conversion to hex format is not an issue
either.
My technique has been creating multiple noise layers, e.g. temperature
and humidity. Temperature is fused with a latitude coordinate, in
order to make the equator more hot and poles cold, while the noise
makes sure it's not a simple gradient. The final terrain type is
selected by rules like "if hot and not humid then pick desert". You
can see my JavaScript implementation of this here:
https://github.com/tapio/infiniverse/blob/master/js/universe/planet-aerial.js
As for the water percentage, you can just adjust the water level
height as noise functions tend to have a constant average. Another
option is to apply an exponent filter (useful also when generating
clouds, see my implementation here).
Another way to generate spherical terrain that came into mind (haven't
tested) is to use 3d noise and sample it from a surface of a sphere,
using the resulting value as the ground height at that point. You can
then weight that according to amount of water on planet and the
latitude coordinate.
I'll end with a link to one practical implementation of 3d planetary
terrain generation:
http://libnoise.sourceforge.net/tutorials/tutorial8.html
To generate any random style of realistic terrain you are going to have to use noise of some kind. In past projects I myself have used the diamond square algorithm. However that was to simply generate heightmaps.
For some more light reading I would check out this article about realistic terrain techniques.

Calculate distance between camera and pixel in image

Can you, please, suggest me ways of determining the distance between camera and a pixel in an image (in real world units, that is cm/m/..).
The information I have is: camera horizontal (120 degrees) and vertical (90 degrees) field of view, camera angle (-5 degrees) and the height at which the camera is placed (30 cm).
I'm not sure if this is everything I need. Please tell me what information should I have about the camera and how can I calculate the distance between camera and one pixel?
May be it isn't right to tell 'distance between camera and pixel ', but I guess it is clear what I mean. Please write in the comments if something isn't clear.
Thank you in advance!
What I think you mean is, "how can I calculate the depth at every pixel with a single camera?" Without adding some special hardware this is not feasible, as Rotem mentioned in the comments. There are exceptions, and though I expect you may be limited in time or budget, I'll list a few.
If you want to find depths so that your toy car can avoid collisions, then you needn't assume that depth measurement is required. Google "optical flow collision avoidance" and see if that meets your needs.
If instead you want to measure depth as part of some Simultaneous Mapping and Localization (SLAM) scheme, then that's a different problem to solve. Though difficult to implement, and perhaps not remotely feasible for a toy car project, there are a few ways to measure distance using a single camera:
Project patterns of light, preferably with one or more laser lines or laser spots, and determine depth based on how the dots diverge or converge. The Kinect version 1 operates on this principle of "structured light," though the implementation is much too complicated to reproduce completely. For a collision warning simple you can apply the same principles, only more simply. For example, if the projected light pattern on the right side of the image changes quickly, turn left! Learning how to estimate distance using structured light is a significant project to undertake, but there are plenty of references.
Split the optical path so that one camera sensor can see two different views of the world. I'm not aware of optical splitters for tiny cameras, but they may exist. But even if you find a splitter, the difficult problem of implementing stereovision remains. Stereovision has inherent problems (see below).
Use a different sensor, such as the somewhat iffy but small Intel R200, which will generate depth data. (http://click.intel.com/intel-realsense-developer-kit-r200.html)
Use a time-of-flight camera. These are the types of sensors built into the Kinect version 2 and several gesture-recognition sensors. Several companies have produced or are actively developing tiny time-of-flight sensors. They will generate depth data AND provide full-color images.
Run the car only in controlled environments.
The environment in which your toy car operates is important. If you can limit your toy car's environment to a tightly controlled one, you can limit the need to write complicated algorithms. As is true with many imaging problems, a narrowly defined problem may be straightforward to solve, whereas the general problem may be nearly impossible to solve. If you want your car to run "anywhere" (which likely isn't true), assume the problem is NOT solvable.
Even if you have an off-the-shelf depth sensor that represents the best technology available, you would still run into limitations:
Each type of depth sensing has weaknesses. No depth sensors on the market do well with dark, shiny surfaces. (Some spot sensors do okay with dark, shiny surfaces, but area sensors don't.) Stereo sensors have problems with large, featureless regions, and also require a lot of processing power. And so on.
Once you have a depth image, you still need to run calculations, and short of having a lot of onboard processing power this will be difficult to pull off on a toy car.
If you have to make many compromises to use depth sensing, then you might consider just using a simpler ultrasound sensor to avoid collisions.
Good luck!

How to verify the correctness of calibration of a webcam?

I am totally new to camera calibration techniques... I am using OpenCV chessboard technique... I am using a webcam from Quantum...
Here are my observations and steps..
I have kept each chess square side = 3.5 cm. It is a 7 x 5 chessboard with 6 x 4 internal corners. I am taking total of 10 images in different views/poses at a distance of 1 to 1.5 m from the webcam.
I am following the C code in Learning OpenCV by Bradski for the calibration.
my code for calibration is
cvCalibrateCamera2(object_points,image_points,point_counts,cvSize(640,480),intrinsic_matrix,distortion_coeffs,NULL,NULL,CV_CALIB_FIX_ASPECT_RATIO);
Before calling this function I am making the first and 2nd element along the diagonal of the intrinsic matrix as one to keep the ratio of focal lengths constant and using CV_CALIB_FIX_ASPECT_RATIO
With the change in distance of the chess board the fx and fy are changing with fx:fy almost equal to 1. there are cx and cy values in order of 200 to 400. the fx and fy are in the order of 300 - 700 when I change the distance.
Presently I have put all the distortion coefficients to zero because I did not get good result including distortion coefficients. My original image looked handsome than the undistorted one!!
Am I doing the calibration correctly?. Should I use any other option than CV_CALIB_FIX_ASPECT_RATIO?. If yes, which one?
Hmm, are you looking for "handsome" or "accurate"?
Camera calibration is one of the very few subjects in computer vision where accuracy can be directly quantified in physical terms, and verified by a physical experiment. And the usual lesson is that (a) your numbers are just as good as the effort (and money) you put into them, and (b) real accuracy (as opposed to imagined) is expensive, so you should figure out in advance what your application really requires in the way of precision.
If you look up the geometrical specs of even very cheap lens/sensor combinations (in the megapixel range and above), it becomes readily apparent that sub-sub-mm calibration accuracy is theoretically achievable within a table-top volume of space. Just work out (from the spec sheet of your camera's sensor) the solid angle spanned by one pixel - you'll be dazzled by the spatial resolution you have within reach of your wallet. However, actually achieving REPEATABLY something near that theoretical accuracy takes work.
Here are some recommendations (from personal experience) for getting a good calibration experience with home-grown equipment.
If your method uses a flat target ("checkerboard" or similar), manufacture a good one. Choose a very flat backing (for the size you mention window glass 5 mm thick or more is excellent, though obviously fragile). Verify its flatness against another edge (or, better, a laser beam). Print the pattern on thick-stock paper that won't stretch too easily. Lay it after printing on the backing before gluing and verify that the square sides are indeed very nearly orthogonal. Cheap ink-jet or laser printers are not designed for rigorous geometrical accuracy, do not trust them blindly. Best practice is to use a professional print shop (even a Kinko's will do a much better job than most home printers). Then attach the pattern very carefully to the backing, using spray-on glue and slowly wiping with soft cloth to avoid bubbles and stretching. Wait for a day or longer for the glue to cure and the glue-paper stress to reach its long-term steady state. Finally measure the corner positions with a good caliper and a magnifier. You may get away with one single number for the "average" square size, but it must be an average of actual measurements, not of hopes-n-prayers. Best practice is to actually use a table of measured positions.
Watch your temperature and humidity changes: paper adsorbs water from the air, the backing dilates and contracts. It is amazing how many articles you can find that report sub-millimeter calibration accuracies without quoting the environment conditions (or the target response to them). Needless to say, they are mostly crap. The lower temperature dilation coefficient of glass compared to common sheet metal is another reason for preferring the former as a backing.
Needless to say, you must disable the auto-focus feature of your camera, if it has one: focusing physically moves one or more pieces of glass inside your lens, thus changing (slightly) the field of view and (usually by a lot) the lens distortion and the principal point.
Place the camera on a stable mount that won't vibrate easily. Focus (and f-stop the lens, if it has an iris) as is needed for the application (not the calibration - the calibration procedure and target must be designed for the app's needs, not the other way around). Do not even think of touching camera or lens afterwards. If at all possible, avoid "complex" lenses - e.g. zoom lenses or very wide angle ones. For example, anamorphic lenses require models much more complex than stock OpenCV makes available.
Take lots of measurements and pictures. You want hundreds of measurements (corners) per image, and tens of images. Where data is concerned, the more the merrier. A 10x10 checkerboard is the absolute minimum I would consider. I normally worked at 20x20.
Span the calibration volume when taking pictures. Ideally you want your measurements to be uniformly distributed in the volume of space you will be working with. Most importantly, make sure to angle the target significantly with respect to the focal axis in some of the pictures - to calibrate the focal length you need to "see" some real perspective foreshortening. For best results use a repeatable mechanical jig to move the target. A good one is a one-axis turntable, which will give you an excellent prior model for the motion of the target.
Minimize vibrations and associated motion blur when taking photos.
Use good lighting. Really. It's amazing how often I see people realize late in the game that you need a generous supply of photons to calibrate a camera :-) Use diffuse ambient lighting, and bounce it off white cards on both sides of the field of view.
Watch what your corner extraction code is doing. Draw the detected corner positions on top of the images (in Matlab or Octave, for example), and judge their quality. Removing outliers early using tight thresholds is better than trusting the robustifier in your bundle adjustment code.
Constrain your model if you can. For example, don't try to estimate the principal point if you don't have a good reason to believe that your lens is significantly off-center w.r.t the image, just fix it at the image center on your first attempt. The principal point location is usually poorly observed, because it is inherently confused with the center of the nonlinear distortion and by the component parallel to the image plane of the target-to-camera's translation. Getting it right requires a carefully designed procedure that yields three or more independent vanishing points of the scene and a very good bracketing of the nonlinear distortion. Similarly, unless you have reason to suspect that the lens focal axis is really tilted w.r.t. the sensor plane, fix at zero the (1,2) component of the camera matrix. Generally speaking, use the simplest model that satisfies your measurements and your application needs (that's Ockam's razor for you).
When you have a calibration solution from your optimizer with low enough RMS error (a few tenths of a pixel, typically, see also Josh's answer below), plot the XY pattern of the residual errors (predicted_xy - measured_xy for each corner in all images) and see if it's a round-ish cloud centered at (0, 0). "Clumps" of outliers or non-roundness of the cloud of residuals are screaming alarm bells that something is very wrong - likely outliers due to bad corner detection or matching, or an inappropriate lens distortion model.
Take extra images to verify the accuracy of the solution - use them to verify that the lens distortion is actually removed, and that the planar homography predicted by the calibrated model actually matches the one recovered from the measured corners.
This is a rather late answer, but for people coming to this from Google:
The correct way to check calibration accuracy is to use the reprojection error provided by OpenCV. I'm not sure why this wasn't mentioned anywhere in the answer or comments, you don't need to calculate this by hand - it's the return value of calibrateCamera. In Python it's the first return value (followed by the camera matrix, etc).
The reprojection error is the RMS error between where the points would be projected using the intrinsic coefficients and where they are in the real image. Typically you should expect an RMS error of less than 0.5px - I can routinely get around 0.1px with machine vision cameras. The reprojection error is used in many computer vision papers, there isn't a significantly easier or more accurate way to determine how good your calibration is.
Unless you have a stereo system, you can only work out where something is in 3D space up to a ray, rather than a point. However, as one can work out the pose of each planar calibration image, it's possible to work out where each chessboard corner should fall on the image sensor. The calibration process (more or less) attempts to work out where these rays fall and minimises the error over all the different calibration images. In Zhang's original paper, and subsequent evaluations, around 10-15 images seems to be sufficient; at this point the error doesn't decrease significantly with the addition of more images.
Other software packages like Matlab will give you error estimates for each individual intrinsic, e.g. focal length, centre of projection. I've been unable to make OpenCV spit out that information, but maybe it's in there somewhere. Camera calibration is now native in Matlab 2014a, but you can still get hold of the camera calibration toolbox which is extremely popular with computer vision users.
http://www.vision.caltech.edu/bouguetj/calib_doc/
Visual inspection is necessary, but not sufficient when dealing with your results. The simplest thing to look for is that straight lines in the world become straight in your undistorted images. Beyond that, it's impossible to really be sure if your cameras are calibrated well just by looking at the output images.
The routine provided by Francesco is good, follow that. I use a shelf board as my plane, with the pattern printed on poster paper. Make sure the images are well exposed - avoid specular reflection! I use a standard 8x6 pattern, I've tried denser patterns but I haven't seen such an improvement in accuracy that it makes a difference.
I think this answer should be sufficient for most people wanting to calibrate a camera - realistically unless you're trying to calibrate something exotic like a Fisheye or you're doing it for educational reasons, OpenCV/Matlab is all you need. Zhang's method is considered good enough that virtually everyone in computer vision research uses it, and most of them either use Bouguet's toolbox or OpenCV.

Finding the height above water level of rocks

I am currently helping a friend working on a geo-physical project, I'm not by any means a image processing pro, but its fun to play
around with these kinds of problems. =)
The aim is to estimate the height of small rocks sticking out of water, from surface to top.
The experimental equipment will be a ~10MP camera mounted on a distance meter with a built in laser pointer.
The "operator" will point this at a rock, press a trigger which will register a distance along of a photo of the rock, which
will be in the center of the image.
The eqipment can be assumed to always be held at a fixed distance above the water.
As I see it there are a number of problems to overcome:
Lighting conditions
Depending on the time of day etc., the rock might be brighter then the water or opposite.
Sometimes the rock will have a color very close to the water.
The position of the shade will move throughout the day.
Depending on how rough the water is, there might sometimes be a reflection of the rock in the water.
Diversity
The rock is not evenly shaped.
Depending on the rock type, growth of lichen etc., changes the look of the rock.
Fortunateness, there is no shortage of test data. Pictures of rocks in water is easy to come by. Here are some sample images:
I've run a edge detector on the images, and esp. in the fourth picture the poor contrast makes it hard to see the edges:
Any ideas would be greatly appreciated!
I don't think that edge detection is best approach to detect the rocks. Other objects, like the mountains or even the reflections in the water will result in edges.
I suggest that you try a pixel classification approach to segment the rocks from the background of the image:
For each pixel in the image, extract a set of image descriptors from a NxN neighborhood centered at that pixel.
Select a set of images and manually label the pixels as rock or background.
Use the labeled pixels and the respective image descriptors to train a classifier (eg. a Naive Bayes classifier)
Since the rocks tends to have similar texture, I would use texture image descriptors to train the classifier. You could try, for example, to extract a few statistical measures from each color chanel (R,G,B) like the mean and standard deviation of the intensity values.
Pixel classification might work here, but will never yield a 100% accuracy. The variance in the data is really big, rocks have different colours (which are also "corrupted" with lighting) and different texture. So, one must account for global information as well.
The problem you deal with is foreground extraction. There are two approaches I am aware of.
Energy minimization via graph cuts, see e.g. http://en.wikipedia.org/wiki/GrabCut (there are links to the paper and OpenCV implementation). Some initialization ("seeds") should be done (either by a user or by some prior knowledge like the rock is in the center while water is on the periphery). Another variant of input is an approximate bounding rectangle. It is implemented in MS Office 2010 foreground extraction tool.
The energy function of possible foreground/background labellings enforces foreground to be similar to the foreground seeds, and a smooth boundary. So, the minimum of the energy corresponds to the good foreground mask. Note that with pixel classification approach one should pre-label a lot of images to learn from, then segmentation is done automatically, while with this approach one should select seeds on each query image (or they are chosen implicitly).
Active contours a.k.a. snakes also requre some user interaction. They are more like Photoshop Magic Wand tool. They also try to find a smooth boundary, but do not consider the inner area.
Both methods might have problems with the reflections (pixel classification will definitely have). If it is the case, you may try to find an approximate vertical symmetry, and delete the lower part, if any. You can also ask a user to mark the reflaction as a background while collecting stats for graph cuts.
Color segmentation to find the rock, together with edge detection to find the top.
To find the water level I would try and find all the water-rock boundaries, and the horizon (if possible) then fit a plane to the surface of the water.
That way you don't need to worry about reflections of the rock.
Easier if you know the pitch angle between the camera and the water and if the camera is is leveled horizontally (roll).
ps. This is a lot harder than I thought - you don't know the distance to all the rocks so fitting a plane is difficult.
It occurs that the reflection is actually the ideal way of finding the level, look for symetric path edges in the rock edge detection and pick the vertex?

Algorithm for measuring the Euclidean distance between pixels in an image

I have a number of images where I know the focal length, pixel count, dimensions and position (from GPS). They are all in a high oblique manner, taken on the ground with commercially available cameras.
alt text http://desmond.yfrog.com/Himg411/scaled.php?tn=0&server=411&filename=mjbm.jpg&xsize=640&ysize=640
What would be the best method for calculating the euclidean distances between certain pixels within an image? If it is indeed possible.
Assuming you're not looking for full landscape modelling but a simple approximation then this shouldn't be too hard. Basically a first approximation of your image reduces to a camera with know focal length looking along a plane. So we can create a model of the system in 3D very easily - it's not too far from the classic observer looking over a checkerboard demo.
Normally our graphics problem would be to project the 3D model into 2D so we could render the image. Although most programs nowadays use an API (such as OpenGL) to do this the equations are not particularly complex or difficult to understand. I wrote my first code using the examples from 3D Graphics In Pascal which is a nice clear treatise, but there will be lots of other similar source (although probably less nowadays as a hardware API is invariably used).
What's useful about this is that the projection equations are commutative, in that if you have a point on the image and the model you can run the data back though the projection to retrieve the original 3D coordinates - which is what you wish to do.
So a couple of approaches suggest: either write the code to do the above yourself directly, or probably more simply use OpenGL (I'd recommend the GLUT toolkit for this). If your math is good and manipulating matrices causes you no issue then I'd recommend the former as the solution will be tighter and it's interesting stuff - otherwise take the OpenGL approach. You'd probably want to turn the camera/plane approximation into camera/sphere fairly early too.
If this isn't sufficient for your needs then in theory going to actual landscape modelling would be feasible. The SRTM data is freely available (albeit not in the friendliest of forms) so combined with your GPS position it should be possible to create a mesh model in with which you apply the same algorithms as above.

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