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#include "CodecGrayCode.h"
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#include <cmath>
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#ifndef log2f
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#define log2f(x) (log(x)/log(2.0))
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#endif
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using namespace std;
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/*
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 * The purpose of this function is to convert an unsigned
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 * binary number to reflected binary Gray code.
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 *
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 * The operator >> is shift right. The operator ^ is exclusive or.
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 * Source: http://en.wikipedia.org/wiki/Gray_code
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 */
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static unsigned int binaryToGray(unsigned int num) {
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    return (num >> 1) ^ num;
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}
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/*
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 * From Wikipedia: http://en.wikipedia.org/wiki/Gray_code
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 * The purpose of this function is to convert a reflected binary
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 * Gray code number to a binary number.
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 */
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static unsigned grayToBinary(unsigned num, unsigned numBits)
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{
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    for (unsigned shift = 1; shift < numBits; shift <<= 1){
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        num ^= num >> shift;
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    }
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    return num;
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}
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/*
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 * Function takes the decimal number
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 * Function takes the Nth bit (1 to 31)
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 * Return the value of Nth bit from decimal
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 * Source: http://icfun.blogspot.com/2009/04/get-n-th-bit-value-of-any-integer.html
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 */
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static int get_bit(int decimal, int N){
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    // Shifting the 1 for N-1 bits
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    int constant = 1 << (N-1);
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    // If the bit is set, return 1
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    if( decimal & constant ){
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        return 1;
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    }
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    // If the bit is not set, return 0
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    return 0;
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}
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static inline int powi(int num, unsigned int exponent){
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    // NOT EQUIVALENT TO pow()
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    if(exponent == 0)
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        return 1;
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    float res = num;
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    for(unsigned int i=0; i<exponent-1; i++)
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        res *= num;
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    return res;
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}
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// Encoder
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EncoderGrayCode::EncoderGrayCode(unsigned int _screenCols, unsigned int _screenRows, CodecDir _dir) : Encoder(_screenCols, _screenRows, _dir){
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    // Number of horizontal encoding patterns
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    // Encode every pixel column
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    Nhorz = ceilf(log2f((float)screenCols));
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    // Number of vertical encoding patterns
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    Nvert = ceilf(log2f((float)screenRows));
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    // Set total pattern number
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    if(dir & CodecDirHorizontal)
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        this->N += Nhorz;
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    if(dir & CodecDirVertical)
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        this->N += Nvert;
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    if(dir & CodecDirHorizontal){
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        // Precompute horizontally encoding patterns
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        for(unsigned int p=0; p<Nhorz; p++){
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            cv::Mat patternP(1, screenCols, CV_8UC3);
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            // Loop through columns in first row
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            for(unsigned int j=0; j<screenCols; j++){
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                unsigned int jGray = binaryToGray(j);
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                // Amplitude of channels
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                float amp = get_bit(jGray, Nhorz-p);
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                patternP.at<cv::Vec3b>(0,j) = cv::Vec3b(255.0*amp,255.0*amp,255.0*amp);
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            }
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            patterns.push_back(patternP);
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        }
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    }
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    if(dir & CodecDirVertical){
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        // Precompute vertical encoding patterns
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        for(unsigned int p=0; p<Nvert; p++){
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            cv::Mat patternP(screenRows, 1, CV_8UC3);
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            // Loop through rows in first column
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            for(unsigned int i=0; i<screenRows; i++){
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                unsigned int iGray = binaryToGray(i);
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                // Amplitude of channels
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                float amp = get_bit(iGray, Nvert-p); // Nvert-p-1?
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                patternP.at<cv::Vec3b>(i,0) = cv::Vec3b(255.0*amp,255.0*amp,255.0*amp);
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            }
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            patterns.push_back(patternP);
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        }
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    }
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}
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cv::Mat EncoderGrayCode::getEncodingPattern(unsigned int depth){
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    return patterns[depth];
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}
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// Decoder
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DecoderGrayCode::DecoderGrayCode(unsigned int _screenCols, unsigned int _screenRows, CodecDir _dir) : Decoder(_screenCols, _screenRows, _dir){
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    // Number of horizontal encoding patterns
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    Nhorz = ceilf(log2f((float)screenCols));
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    // Number of vertical encoding patterns
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    Nvert = ceilf(log2f((float)screenRows));
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    if(dir & CodecDirHorizontal)
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        this->N += Nhorz;
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    if(dir & CodecDirVertical)
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        this->N += Nvert;
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    frames.resize(N);
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}
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void DecoderGrayCode::setFrame(unsigned int depth, const cv::Mat frame){
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    frames[depth] = frame;
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}
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void DecoderGrayCode::decodeFrames(cv::Mat &up, cv::Mat &vp, cv::Mat &mask, cv::Mat &shading){
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    // Get shading (max) image
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    shading = cv::Scalar(0);
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    for(unsigned int f=0; f<frames.size(); f++){
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        shading = cv::max(shading, frames[f]);
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    }
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    // Get min image
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    cv::Mat minImage(shading.size(), CV_8U, cv::Scalar(255));
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    for(unsigned int f=0; f<frames.size(); f++){
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        minImage = cv::min(minImage, frames[f]);
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    }
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    // Threshold shading image for mask
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    mask = (shading/minImage) > 2;
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    // Binarize frames. TODO: subpixel interpolation.
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    vector<cv::Mat> framesBinary(frames.size());
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    for(unsigned int i=0; i<frames.size(); i++){
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        // Foreground pixels 1, background 0
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        //cv::threshold(frames[i], framesBinary[i], 80, 1, cv::THRESH_BINARY);
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        framesBinary[i].create(frames[0].size(), CV_8U);
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        framesBinary[i] = cv::abs(shading-frames[i]) < cv::abs(frames[i]-minImage);
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        cv::threshold(framesBinary[i], framesBinary[i], 1, 1, cv::THRESH_BINARY);
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    }
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    if(dir & CodecDirHorizontal){
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        vector<cv::Mat> framesHorz(framesBinary.begin(), framesBinary.begin()+Nhorz);
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        // Construct up image.
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        for(int i = 0; i < up.rows; i++){
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            for(int j = 0; j < up.cols; j++){
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                unsigned int enc = 0;
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                for(unsigned int f=0; f<framesHorz.size(); f++){
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                    // Gray decimal
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                    enc += powi(2, Nhorz-f-1)*framesHorz[f].at<unsigned char>(i,j);
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                }
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                // Standard decimal
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                enc = grayToBinary(enc, Nhorz);
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                up.at<float>(i,j) = enc;
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            }
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        }
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    }
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    if(dir & CodecDirVertical){
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        vector<cv::Mat> framesVert(framesBinary.end()-Nvert, framesBinary.end());
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        // Construct vp image.
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        for(int i = 0; i < vp.rows; i++){
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            for(int j = 0; j < vp.cols; j++){
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                unsigned int enc = 0;
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                for(unsigned int f=0; f<framesVert.size(); f++){
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                    // Gray decimal
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                    enc += powi(2, Nvert-f-1)*framesVert[f].at<unsigned char>(i,j);
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                }
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                // Standard decimal
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                enc = grayToBinary(enc, Nvert);
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                vp.at<float>(i,j) = enc;
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            }
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        }
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    }
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}