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KeyFrame.cc
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KeyFrame.cc
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// Copyright 2008 Isis Innovation Limited
#include "KeyFrame.h"
#include "ShiTomasi.h"
#include "SmallBlurryImage.h"
#include <cvd/vision.h>
#include <cvd/fast_corner.h>
using namespace CVD;
using namespace std;
using namespace GVars3;
void KeyFrame::MakeKeyFrame_Lite(BasicImage<byte> &im)
{
// Perpares a Keyframe from an image. Generates pyramid levels, does FAST detection, etc.
// Does not fully populate the keyframe struct, but only does the bits needed for the tracker;
// e.g. does not perform FAST nonmax suppression. Things like that which are needed by the
// mapmaker but not the tracker go in MakeKeyFrame_Rest();
// First, copy out the image data to the pyramid's zero level.
aLevels[0].im.resize(im.size());
copy(im, aLevels[0].im);
// Then, for each level...
for(int i=0; i<LEVELS; i++)
{
Level &lev = aLevels[i];
if(i!=0)
{ // .. make a half-size image from the previous level..
lev.im.resize(aLevels[i-1].im.size() / 2);
halfSample(aLevels[i-1].im, lev.im);
}
// .. and detect and store FAST corner points.
// I use a different threshold on each level; this is a bit of a hack
// whose aim is to balance the different levels' relative feature densities.
lev.vCorners.clear();
lev.vCandidates.clear();
lev.vMaxCorners.clear();
if(i == 0)
fast_corner_detect_10(lev.im, lev.vCorners, 10);
if(i == 1)
fast_corner_detect_10(lev.im, lev.vCorners, 15);
if(i == 2)
fast_corner_detect_10(lev.im, lev.vCorners, 15);
if(i == 3)
fast_corner_detect_10(lev.im, lev.vCorners, 10);
// Generate row look-up-table for the FAST corner points: this speeds up
// finding close-by corner points later on.
unsigned int v=0;
lev.vCornerRowLUT.clear();
for(int y=0; y<lev.im.size().y; y++)
{
while(v < lev.vCorners.size() && y > lev.vCorners[v].y)
v++;
lev.vCornerRowLUT.push_back(v);
}
};
}
void KeyFrame::MakeKeyFrame_Rest()
{
// Fills the rest of the keyframe structure needed by the mapmaker:
// FAST nonmax suppression, generation of the list of candidates for further map points,
// creation of the relocaliser's SmallBlurryImage.
static gvar3<double> gvdCandidateMinSTScore("MapMaker.CandidateMinShiTomasiScore", 70, SILENT);
// For each level...
for(int l=0; l<LEVELS; l++)
{
Level &lev = aLevels[l];
// .. find those FAST corners which are maximal..
fast_nonmax(lev.im, lev.vCorners, 10, lev.vMaxCorners);
// .. and then calculate the Shi-Tomasi scores of those, and keep the ones with
// a suitably high score as Candidates, i.e. points which the mapmaker will attempt
// to make new map points out of.
for(vector<ImageRef>::iterator i=lev.vMaxCorners.begin(); i!=lev.vMaxCorners.end(); i++)
{
if(!lev.im.in_image_with_border(*i, 10))
continue;
double dSTScore = FindShiTomasiScoreAtPoint(lev.im, 3, *i);
if(dSTScore > *gvdCandidateMinSTScore)
{
Candidate c;
c.irLevelPos = *i;
c.dSTScore = dSTScore;
lev.vCandidates.push_back(c);
}
}
};
// Also, make a SmallBlurryImage of the keyframe: The relocaliser uses these.
pSBI = new SmallBlurryImage(*this);
// Relocaliser also wants the jacobians..
pSBI->MakeJacs();
}
// The keyframe struct is quite happy with default operator=, but Level needs its own
// to override CVD's reference-counting behaviour.
Level& Level::operator=(const Level &rhs)
{
// Operator= should physically copy pixels, not use CVD's reference-counting image copy.
im.resize(rhs.im.size());
copy(rhs.im, im);
vCorners = rhs.vCorners;
vMaxCorners = rhs.vMaxCorners;
vCornerRowLUT = rhs.vCornerRowLUT;
return *this;
}
// -------------------------------------------------------------
// Some useful globals defined in LevelHelpers.h live here:
Vector<3> gavLevelColors[LEVELS];
// These globals are filled in here. A single static instance of this struct is run before main()
struct LevelHelpersFiller // Code which should be initialised on init goes here; this runs before main()
{
LevelHelpersFiller()
{
for(int i=0; i<LEVELS; i++)
{
if(i==0) gavLevelColors[i] = makeVector( 1.0, 0.0, 0.0);
else if(i==1) gavLevelColors[i] = makeVector( 1.0, 1.0, 0.0);
else if(i==2) gavLevelColors[i] = makeVector( 0.0, 1.0, 0.0);
else if(i==3) gavLevelColors[i] = makeVector( 0.0, 0.0, 0.7);
else gavLevelColors[i] = makeVector( 1.0, 1.0, 0.7); // In case I ever run with LEVELS > 4
}
}
};
static LevelHelpersFiller foo;