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triangulation.h
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// Copyright (c) 2017-2023 California Institute of Technology ("Caltech"). U.S.
// Government sponsorship acknowledged. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
#pragma once
#include "basic-geometry.h"
// All of these return (0,0,0) if the rays are parallel or divergent, or if the
// intersection is behind either of the two cameras. No gradients are reported
// in that case
// Basic closest-approach-in-3D routine. This is the "Mid" method in
// "Triangulation: Why Optimize?", Seong Hun Lee and Javier Civera
// https://arxiv.org/abs/1907.11917
mrcal_point3_t
mrcal_triangulate_geometric(// outputs
// These all may be NULL
mrcal_point3_t* dm_dv0,
mrcal_point3_t* dm_dv1,
mrcal_point3_t* dm_dt01,
// inputs
// not-necessarily normalized vectors in the camera-0
// coord system
const mrcal_point3_t* v0,
const mrcal_point3_t* v1,
const mrcal_point3_t* t01);
// Minimize L2 pinhole reprojection error. Described in "Triangulation Made
// Easy", Peter Lindstrom, IEEE Conference on Computer Vision and Pattern
// Recognition, 2010. This is the "L2 img 5-iteration" method (but with only 2
// iterations) in "Triangulation: Why Optimize?", Seong Hun Lee and Javier
// Civera. https://arxiv.org/abs/1907.11917
// Lindstrom's paper recommends 2 iterations
mrcal_point3_t
mrcal_triangulate_lindstrom(// outputs
// These all may be NULL
mrcal_point3_t* dm_dv0,
mrcal_point3_t* dm_dv1,
mrcal_point3_t* dm_dRt01,
// inputs
// not-necessarily normalized vectors in the LOCAL
// coordinate system. This is different from the other
// triangulation routines
const mrcal_point3_t* v0_local,
const mrcal_point3_t* v1_local,
const mrcal_point3_t* Rt01);
// Minimize L1 angle error. Described in "Closed-Form Optimal Two-View
// Triangulation Based on Angular Errors", Seong Hun Lee and Javier Civera. ICCV
// 2019. This is the "L1 ang" method in "Triangulation: Why Optimize?", Seong
// Hun Lee and Javier Civera. https://arxiv.org/abs/1907.11917
mrcal_point3_t
mrcal_triangulate_leecivera_l1(// outputs
// These all may be NULL
mrcal_point3_t* dm_dv0,
mrcal_point3_t* dm_dv1,
mrcal_point3_t* dm_dt01,
// inputs
// not-necessarily normalized vectors in the camera-0
// coord system
const mrcal_point3_t* v0,
const mrcal_point3_t* v1,
const mrcal_point3_t* t01);
// Minimize L-infinity angle error. Described in "Closed-Form Optimal Two-View
// Triangulation Based on Angular Errors", Seong Hun Lee and Javier Civera. ICCV
// 2019. This is the "L-infinity ang" method in "Triangulation: Why Optimize?",
// Seong Hun Lee and Javier Civera. https://arxiv.org/abs/1907.11917
mrcal_point3_t
mrcal_triangulate_leecivera_linf(// outputs
// These all may be NULL
mrcal_point3_t* dm_dv0,
mrcal_point3_t* dm_dv1,
mrcal_point3_t* dm_dt01,
// inputs
// not-necessarily normalized vectors in the camera-0
// coord system
const mrcal_point3_t* v0,
const mrcal_point3_t* v1,
const mrcal_point3_t* t01);
// The "Mid2" method in "Triangulation: Why Optimize?", Seong Hun Lee and Javier
// Civera. https://arxiv.org/abs/1907.11917
mrcal_point3_t
mrcal_triangulate_leecivera_mid2(// outputs
// These all may be NULL
mrcal_point3_t* dm_dv0,
mrcal_point3_t* dm_dv1,
mrcal_point3_t* dm_dt01,
// inputs
// not-necessarily normalized vectors in the camera-0
// coord system
const mrcal_point3_t* v0,
const mrcal_point3_t* v1,
const mrcal_point3_t* t01);
// The "wMid2" method in "Triangulation: Why Optimize?", Seong Hun Lee and Javier
// Civera. https://arxiv.org/abs/1907.11917
mrcal_point3_t
mrcal_triangulate_leecivera_wmid2(// outputs
// These all may be NULL
mrcal_point3_t* dm_dv0,
mrcal_point3_t* dm_dv1,
mrcal_point3_t* dm_dt01,
// inputs
// not-necessarily normalized vectors in the camera-0
// coord system
const mrcal_point3_t* v0,
const mrcal_point3_t* v1,
const mrcal_point3_t* t01);
// I don't implement triangulate_leecivera_l2() yet because it requires
// computing an SVD, which is far slower than what the rest of these functions
// do