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4 jakw 1
#include "CodecPhaseShift2x3.h"
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#include <math.h>
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#include "cvtools.h"
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#ifndef M_PI
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    #define M_PI 3.14159265358979323846
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#endif
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static unsigned int nPhases = 8;
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// Encoder
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static cv::Mat computePhaseVector(unsigned int length, float phase, float pitch){
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    cv::Mat phaseVector(length, 1, CV_8UC3);
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    //phaseVector.setTo(0);
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    const float pi = M_PI;
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    // Loop through vector
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    for(int i=0; i<phaseVector.rows; i++){
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        // Amplitude of channels
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        float amp = 0.5*(1+cos(2*pi*i/pitch + phase));
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        phaseVector.at<cv::Vec3b>(i, 0) = cv::Vec3b(255.0*amp,255.0*amp,255.0*amp);
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    }
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    return phaseVector;
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}
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EncoderPhaseShift2x3::EncoderPhaseShift2x3(unsigned int _screenCols, unsigned int _screenRows, CodecDir _dir) : Encoder(_screenCols, _screenRows, _dir){
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    // Set N
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    if(dir == CodecDirBoth)
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        this->N = 12;
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    else
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        this->N = 6;
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    // Precompute encoded patterns
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    const float pi = M_PI;
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    if(dir & CodecDirHorizontal){
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        // Horizontally encoding patterns
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        for(unsigned int i=0; i<3; i++){
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            float phase = 2.0*pi/3.0 * (1.0 - (float)i);
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            float pitch = (float)screenCols/(float)nPhases;
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            cv::Mat patternI(1,1,CV_8U);
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            patternI = computePhaseVector(screenCols, phase, pitch);
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            patternI = patternI.t();
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            patterns.push_back(patternI);
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        }
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        // Phase cue patterns
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        for(unsigned int i=0; i<3; i++){
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            float phase = 2.0*pi/3.0 * (1.0 - (float)i);
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            float pitch = screenCols;
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            cv::Mat patternI;
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            patternI = computePhaseVector(screenCols, phase, pitch);
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            patternI = patternI.t();
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            patterns.push_back(patternI);
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        }
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    }
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    if(dir & CodecDirVertical){
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        // Precompute vertically encoding patterns
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        for(unsigned int i=0; i<3; i++){
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            float phase = 2.0*pi/3.0 * (1.0 - (float)i);
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            float pitch = (float)screenRows/(float)nPhases;
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            cv::Mat patternI;
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            patternI = computePhaseVector(screenRows, phase, pitch);
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            patterns.push_back(patternI);
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        }
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        // Precompute vertically phase cue patterns
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        for(unsigned int i=0; i<3; i++){
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            float phase = 2.0*pi/3.0 * (1.0 - (float)i);
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            float pitch = screenRows;
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            cv::Mat patternI;
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            patternI = computePhaseVector(screenRows, phase, pitch);
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            patterns.push_back(patternI);
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        }
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    }
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}
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cv::Mat EncoderPhaseShift2x3::getEncodingPattern(unsigned int depth){
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    return patterns[depth];
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}
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// Decoder
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DecoderPhaseShift2x3::DecoderPhaseShift2x3(unsigned int _screenCols, unsigned int _screenRows, CodecDir _dir) : Decoder(_screenCols, _screenRows, _dir){
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    if(dir == CodecDirBoth)
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        this->N = 12;
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    else
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        this->N = 6;
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    frames.resize(N);
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}
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void DecoderPhaseShift2x3::setFrame(unsigned int depth, cv::Mat frame){
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    frames[depth] = frame;
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}
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static cv::Mat absolutePhase(cv::Mat _I1, cv::Mat _I2, cv::Mat _I3){
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    const float pi = M_PI;
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    // Mat_ wrapper for easier indexing
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    cv::Mat_<float> I1(_I1);
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    cv::Mat_<float> I2(_I2);
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    cv::Mat_<float> I3(_I3);
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    cv::Mat absPhase(I1.size(), CV_32F);
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    for(int i = 0; i < absPhase.rows; i++){
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        for(int j = 0; j < absPhase.cols; j++){
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            float phase = atan2(sqrt(3.0) * (I1(i,j)-I3(i,j)), I1(i,j) + I3(i,j) - 2.0*I2(i,j)) + pi;
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            absPhase.at<float>(i,j) = phase;
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        }
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    }
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    //absPhase.addref();
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    return absPhase;
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}
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void DecoderPhaseShift2x3::decodeFrames(cv::Mat &up, cv::Mat &vp, cv::Mat &mask, cv::Mat &shading){
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    const float pi = M_PI;
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    if(dir & CodecDirHorizontal){
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        std::vector<cv::Mat> framesHorz(frames.begin(), frames.begin()+6);
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        // Horizontal decoding
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        up = absolutePhase(framesHorz[0], framesHorz[1], framesHorz[2]);
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        cv::Mat upPhaseCue = absolutePhase(framesHorz[3], framesHorz[4], framesHorz[5]);
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        upPhaseCue = (upPhaseCue*nPhases-up)/(2*pi);
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        upPhaseCue.convertTo(upPhaseCue, CV_8U);
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        upPhaseCue.convertTo(upPhaseCue, CV_32F);
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        // unwrap absolute phase using phase cue
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        up += upPhaseCue*2*pi;
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        up *= screenCols/(2*pi*nPhases);
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    }
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    if(dir & CodecDirVertical){
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        std::vector<cv::Mat> framesVert(frames.end()-6, frames.end());
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        // Vertical decoding
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        vp = absolutePhase(framesVert[0], framesVert[1], framesVert[2]);
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        cv::Mat vpPhaseCue = absolutePhase(framesVert[3], framesVert[4], framesVert[5]);
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        vpPhaseCue = (vpPhaseCue*nPhases-vp)/(2*pi);
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        vpPhaseCue.convertTo(vpPhaseCue, CV_8U);
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        vpPhaseCue.convertTo(vpPhaseCue, CV_32F);
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        // unwrap absolute phase using phase cue
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        vp += vpPhaseCue*2*pi;
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        vp *= screenRows/(2*pi*nPhases);
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    }
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    // Calculate modulation
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    cv::Mat I1, I2, I3;
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    frames[3].convertTo(I1, CV_32F);
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    frames[4].convertTo(I2, CV_32F);
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    frames[5].convertTo(I3, CV_32F);
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    cv::Mat modulation;
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    modulation = 3.0*(I1-I3).mul(I1-I3) + (2.0*I2-I1-I3).mul(2.0*I2-I1-I3);
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    cv::sqrt(modulation, modulation);
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    modulation.convertTo(shading, CV_8U);
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    //shading = (1.0/3.0)*(framesHorz[3]+framesHorz[4]+framesHorz[5]);
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    // Threshold modulation image for mask
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    mask = shading > 50;
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    cv::Mat element = cv::getStructuringElement(cv::MORPH_ELLIPSE, cv::Size(7,7));
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    cv::erode(mask, mask, element);
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}