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Create ray_voxel.cpp
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ray_voxel.cpp
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ray_voxel.cpp
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/***************************************************
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* ray_voxel.cpp
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*
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* A "complete" C++ example:
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* 1) Parse metadata.json with nlohmann::json
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* 2) Load images (stb_image) in grayscale
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* 3) Do motion detection between consecutive frames
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* for each camera
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* 4) Cast rays (voxel DDA) for changed pixels
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* 5) Accumulate in a shared 3D voxel grid
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* 6) Save the voxel grid to a .bin file
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***************************************************/
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#include <iostream>
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#include <fstream>
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#include <cmath>
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#include <limits>
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#include <vector>
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#include <map>
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#include <string>
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#include <algorithm>
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// External libraries for JSON & image loading
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#include "nlohmann/json.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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// For convenience
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using json = nlohmann::json;
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//----------------------------------------------
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// 1) Data Structures
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//----------------------------------------------
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struct Vec3 {
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float x, y, z;
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};
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struct Mat3 {
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float m[9];
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};
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struct FrameInfo {
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int camera_index;
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int frame_index;
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Vec3 camera_position;
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float yaw, pitch, roll;
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float fov_degrees;
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std::string image_file;
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// Optionally we store object_name, object_location if needed
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};
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//----------------------------------------------
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// 2) Basic Math Helpers
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//----------------------------------------------
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static inline float deg2rad(float deg) {
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return deg * 3.14159265358979323846f / 180.0f;
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}
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static inline Vec3 normalize(const Vec3 &v) {
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float len = std::sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
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if(len < 1e-12f) {
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return {0.f, 0.f, 0.f};
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}
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return { v.x/len, v.y/len, v.z/len };
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}
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// Multiply 3x3 matrix by Vec3
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static inline Vec3 mat3_mul_vec3(const Mat3 &M, const Vec3 &v) {
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Vec3 r;
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r.x = M.m[0]*v.x + M.m[1]*v.y + M.m[2]*v.z;
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r.y = M.m[3]*v.x + M.m[4]*v.y + M.m[5]*v.z;
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r.z = M.m[6]*v.x + M.m[7]*v.y + M.m[8]*v.z;
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return r;
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}
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//----------------------------------------------
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// 3) Euler -> Rotation Matrix
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//----------------------------------------------
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Mat3 rotation_matrix_yaw_pitch_roll(float yaw_deg, float pitch_deg, float roll_deg) {
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float y = deg2rad(yaw_deg);
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float p = deg2rad(pitch_deg);
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float r = deg2rad(roll_deg);
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// Build each sub-rotation
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// Rz(yaw)
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float cy = std::cos(y), sy = std::sin(y);
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float Rz[9] = {
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cy, -sy, 0.f,
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sy, cy, 0.f,
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0.f, 0.f, 1.f
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};
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// Ry(roll)
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float cr = std::cos(r), sr = std::sin(r);
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float Ry[9] = {
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cr, 0.f, sr,
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0.f, 1.f, 0.f,
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-sr, 0.f, cr
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};
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// Rx(pitch)
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float cp = std::cos(p), sp = std::sin(p);
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float Rx[9] = {
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1.f, 0.f, 0.f,
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0.f, cp, -sp,
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0.f, sp, cp
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};
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// Helper to multiply 3x3
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auto matmul3x3 = [&](const float A[9], const float B[9], float C[9]){
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for(int row=0; row<3; ++row) {
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for(int col=0; col<3; ++col) {
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C[row*3+col] =
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A[row*3+0]*B[0*3+col] +
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A[row*3+1]*B[1*3+col] +
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A[row*3+2]*B[2*3+col];
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}
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}
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};
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float Rtemp[9], Rfinal[9];
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matmul3x3(Rz, Ry, Rtemp); // Rz * Ry
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matmul3x3(Rtemp, Rx, Rfinal); // (Rz*Ry)*Rx
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Mat3 out;
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for(int i=0; i<9; i++){
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out.m[i] = Rfinal[i];
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}
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return out;
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}
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//----------------------------------------------
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// 4) Load JSON Metadata
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//----------------------------------------------
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std::vector<FrameInfo> load_metadata(const std::string &json_path) {
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std::vector<FrameInfo> frames;
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std::ifstream ifs(json_path);
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if(!ifs.is_open()){
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std::cerr << "ERROR: Cannot open " << json_path << std::endl;
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return frames;
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}
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json j;
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ifs >> j;
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if(!j.is_array()){
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std::cerr << "ERROR: JSON top level is not an array.\n";
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return frames;
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}
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for(const auto &entry : j) {
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FrameInfo fi;
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fi.camera_index = entry.value("camera_index", 0);
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fi.frame_index = entry.value("frame_index", 0);
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fi.yaw = entry.value("yaw", 0.f);
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fi.pitch = entry.value("pitch", 0.f);
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fi.roll = entry.value("roll", 0.f);
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fi.fov_degrees = entry.value("fov_degrees", 60.f);
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fi.image_file = entry.value("image_file", "");
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// camera_position array
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if(entry.contains("camera_position") && entry["camera_position"].is_array()){
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auto arr = entry["camera_position"];
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if(arr.size()>=3){
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fi.camera_position.x = arr[0].get<float>();
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fi.camera_position.y = arr[1].get<float>();
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fi.camera_position.z = arr[2].get<float>();
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}
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}
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frames.push_back(fi);
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}
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return frames;
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}
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//----------------------------------------------
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// 5) Image Loading (Gray) & Motion Detection
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//----------------------------------------------
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struct ImageGray {
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int width;
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int height;
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std::vector<float> pixels; // grayscale float
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};
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#include <random> // for std::mt19937, std::uniform_real_distribution
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// Load image in grayscale (0-255 float) and add uniform noise.
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bool load_image_gray(const std::string &img_path, ImageGray &out) {
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int w, h, channels;
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// stbi_load returns 8-bit data by default
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unsigned char* data = stbi_load(img_path.c_str(), &w, &h, &channels, 1);
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if (!data) {
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std::cerr << "Failed to load image: " << img_path << std::endl;
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return false;
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}
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out.width = w;
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out.height = h;
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out.pixels.resize(w * h);
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// Prepare random noise generator
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static std::random_device rd;
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static std::mt19937 gen(rd());
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// Noise in [-3, +3]
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std::uniform_real_distribution<float> noise_dist(-1.0f, 1.0f);
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// Copy pixels and add noise
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for (int i = 0; i < w * h; i++) {
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float val = static_cast<float>(data[i]); // 0..255
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// Add uniform noise
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val += noise_dist(gen);
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// Clamp to [0, 255]
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if (val < 0.0f) val = 0.0f;
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if (val > 255.0f) val = 255.0f;
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// Store in out.pixels
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out.pixels[i] = val;
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}
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stbi_image_free(data);
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return true;
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}
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// Detect motion by absolute difference
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// Returns a boolean mask + the difference for each pixel
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struct MotionMask {
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int width;
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int height;
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std::vector<bool> changed;
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std::vector<float> diff; // absolute difference
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};
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MotionMask detect_motion(const ImageGray &prev, const ImageGray &next, float threshold) {
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MotionMask mm;
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if(prev.width != next.width || prev.height != next.height) {
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std::cerr << "Images differ in size. Can't do motion detection!\n";
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mm.width = 0;
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mm.height = 0;
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return mm;
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}
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mm.width = prev.width;
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mm.height = prev.height;
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mm.changed.resize(mm.width * mm.height, false);
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mm.diff.resize(mm.width * mm.height, 0.f);
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for(int i=0; i < mm.width*mm.height; i++){
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float d = std::fabs(prev.pixels[i] - next.pixels[i]);
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mm.diff[i] = d;
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mm.changed[i] = (d > threshold);
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}
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return mm;
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}
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//----------------------------------------------
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// 6) Voxel DDA
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//----------------------------------------------
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struct RayStep {
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int ix, iy, iz;
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int step_count;
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float distance;
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};
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static inline float safe_div(float num, float den) {
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float eps = 1e-12f;
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if(std::fabs(den) < eps) {
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return std::numeric_limits<float>::infinity();
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}
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return num / den;
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}
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std::vector<RayStep> cast_ray_into_grid(
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const Vec3 &camera_pos,
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const Vec3 &dir_normalized,
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int N,
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float voxel_size,
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const Vec3 &grid_center)
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{
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std::vector<RayStep> steps;
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steps.reserve(64);
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float half_size = 0.5f * (N * voxel_size);
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Vec3 grid_min = { grid_center.x - half_size,
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grid_center.y - half_size,
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grid_center.z - half_size };
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Vec3 grid_max = { grid_center.x + half_size,
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grid_center.y + half_size,
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grid_center.z + half_size };
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float t_min = 0.f;
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float t_max = std::numeric_limits<float>::infinity();
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// 1) Ray-box intersection
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for(int i=0; i<3; i++){
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float origin = (i==0)? camera_pos.x : ((i==1)? camera_pos.y : camera_pos.z);
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float d = (i==0)? dir_normalized.x : ((i==1)? dir_normalized.y : dir_normalized.z);
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float mn = (i==0)? grid_min.x : ((i==1)? grid_min.y : grid_min.z);
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float mx = (i==0)? grid_max.x : ((i==1)? grid_max.y : grid_max.z);
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if(std::fabs(d) < 1e-12f){
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if(origin < mn || origin > mx){
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return steps; // no intersection
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}
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} else {
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float t1 = (mn - origin)/d;
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float t2 = (mx - origin)/d;
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float t_near = std::fmin(t1, t2);
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float t_far = std::fmax(t1, t2);
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if(t_near > t_min) t_min = t_near;
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if(t_far < t_max) t_max = t_far;
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if(t_min > t_max){
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return steps;
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}
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}
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}
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if(t_min < 0.f) t_min = 0.f;
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// 2) Start voxel
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Vec3 start_world = { camera_pos.x + t_min*dir_normalized.x,
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camera_pos.y + t_min*dir_normalized.y,
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camera_pos.z + t_min*dir_normalized.z };
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float fx = (start_world.x - grid_min.x)/voxel_size;
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float fy = (start_world.y - grid_min.y)/voxel_size;
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float fz = (start_world.z - grid_min.z)/voxel_size;
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int ix = int(fx);
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int iy = int(fy);
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int iz = int(fz);
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if(ix<0 || ix>=N || iy<0 || iy>=N || iz<0 || iz>=N) {
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return steps;
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}
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// 3) Step direction
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int step_x = (dir_normalized.x >= 0.f)? 1 : -1;
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int step_y = (dir_normalized.y >= 0.f)? 1 : -1;
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int step_z = (dir_normalized.z >= 0.f)? 1 : -1;
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auto boundary_in_world_x = [&](int i_x){ return grid_min.x + i_x*voxel_size; };
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auto boundary_in_world_y = [&](int i_y){ return grid_min.y + i_y*voxel_size; };
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auto boundary_in_world_z = [&](int i_z){ return grid_min.z + i_z*voxel_size; };
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int nx_x = ix + (step_x>0?1:0);
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int nx_y = iy + (step_y>0?1:0);
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int nx_z = iz + (step_z>0?1:0);
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float next_bx = boundary_in_world_x(nx_x);
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float next_by = boundary_in_world_y(nx_y);
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float next_bz = boundary_in_world_z(nx_z);
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float t_max_x = safe_div(next_bx - camera_pos.x, dir_normalized.x);
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float t_max_y = safe_div(next_by - camera_pos.y, dir_normalized.y);
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float t_max_z = safe_div(next_bz - camera_pos.z, dir_normalized.z);
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float t_delta_x = safe_div(voxel_size, std::fabs(dir_normalized.x));
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float t_delta_y = safe_div(voxel_size, std::fabs(dir_normalized.y));
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float t_delta_z = safe_div(voxel_size, std::fabs(dir_normalized.z));
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float t_current = t_min;
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int step_count = 0;
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// 4) Walk
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while(t_current <= t_max){
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RayStep rs;
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rs.ix = ix;
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rs.iy = iy;
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rs.iz = iz;
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rs.step_count = step_count;
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rs.distance = t_current;
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steps.push_back(rs);
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if(t_max_x < t_max_y && t_max_x < t_max_z){
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ix += step_x;
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t_current = t_max_x;
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t_max_x += t_delta_x;
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} else if(t_max_y < t_max_z){
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iy += step_y;
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t_current = t_max_y;
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t_max_y += t_delta_y;
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} else {
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iz += step_z;
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t_current = t_max_z;
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t_max_z += t_delta_z;
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}
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step_count++;
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if(ix<0 || ix>=N || iy<0 || iy>=N || iz<0 || iz>=N){
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break;
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}
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}
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return steps;
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}
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//----------------------------------------------
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// 7) Main Pipeline
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//----------------------------------------------
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int main(int argc, char** argv) {
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if(argc < 4) {
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std::cerr << "Usage: " << argv[0] << " <metadata.json> <image_folder> <output_voxel_bin>\n";
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return 1;
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}
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std::string metadata_path = argv[1];
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std::string images_folder = argv[2];
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std::string output_bin = argv[3];
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//------------------------------------------
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// 7.1) Load metadata
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//------------------------------------------
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std::vector<FrameInfo> frames = load_metadata(metadata_path);
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if(frames.empty()) {
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std::cerr << "No frames loaded.\n";
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return 1;
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}
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// Group by camera_index
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// map< camera_index, vector<FrameInfo> >
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std::map<int, std::vector<FrameInfo>> frames_by_cam;
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for(const auto &f : frames) {
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frames_by_cam[f.camera_index].push_back(f);
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}
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// Sort each by frame_index
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for(auto &kv : frames_by_cam) {
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auto &v = kv.second;
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std::sort(v.begin(), v.end(), [](auto &a, auto &b){
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return a.frame_index < b.frame_index;
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});
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}
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//------------------------------------------
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// 7.2) Create a 3D voxel grid
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//------------------------------------------
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const int N = 500;
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const float voxel_size = 6.f;
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// Hard-coded center (like your Python example):
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Vec3 grid_center = {-0.f, 0.f, 500.f};
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// Vec3 grid_center = {-0.f, 0.f, 200.f}; // For birds
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std::vector<float> voxel_grid(N*N*N, 0.f);
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//------------------------------------------
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// 7.3) For each camera, load consecutive frames, detect motion,
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// and cast rays for changed pixels
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//------------------------------------------
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// Basic parameters
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float motion_threshold = 2.0f; // difference threshold
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float alpha = 0.1f; // distance-based attenuation factor
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for(auto &kv : frames_by_cam) {
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int cam_id = kv.first;
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auto &cam_frames = kv.second;
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if(cam_frames.size() < 2) {
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// Need at least two frames to see motion
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continue;
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}
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// We'll keep the previous image to compare
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ImageGray prev_img;
|
||||
bool prev_valid = false;
|
||||
FrameInfo prev_info;
|
||||
|
||||
for(size_t i=0; i<cam_frames.size(); i++){
|
||||
// Load current frame
|
||||
FrameInfo curr_info = cam_frames[i];
|
||||
std::string img_path = images_folder + "/" + curr_info.image_file;
|
||||
|
||||
ImageGray curr_img;
|
||||
if(!load_image_gray(img_path, curr_img)) {
|
||||
std::cerr << "Skipping frame due to load error.\n";
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!prev_valid) {
|
||||
// Just store it, and wait for next
|
||||
prev_img = curr_img;
|
||||
prev_info = curr_info;
|
||||
prev_valid = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Now we have prev + curr => detect motion
|
||||
MotionMask mm = detect_motion(prev_img, curr_img, motion_threshold);
|
||||
|
||||
// Use the "current" frame's camera info for ray-casting
|
||||
// (adjust if you prefer the previous frame's camera)
|
||||
Vec3 cam_pos = curr_info.camera_position;
|
||||
Mat3 cam_rot = rotation_matrix_yaw_pitch_roll(curr_info.yaw, curr_info.pitch, curr_info.roll);
|
||||
float fov_rad = deg2rad(curr_info.fov_degrees);
|
||||
float focal_len = (mm.width*0.5f) / std::tan(fov_rad*0.5f);
|
||||
|
||||
// For each changed pixel, accumulate into the voxel grid
|
||||
for(int v = 0; v < mm.height; v++){
|
||||
for(int u = 0; u < mm.width; u++){
|
||||
if(!mm.changed[v*mm.width + u]){
|
||||
continue; // skip if no motion
|
||||
}
|
||||
// Pixel brightness from current or use mm.diff
|
||||
float pix_val = mm.diff[v*mm.width + u];
|
||||
if(pix_val < 1e-3f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Build local camera direction
|
||||
float x = (float(u) - 0.5f*mm.width);
|
||||
float y = - (float(v) - 0.5f*mm.height);
|
||||
float z = -focal_len;
|
||||
|
||||
Vec3 ray_cam = {x,y,z};
|
||||
ray_cam = normalize(ray_cam);
|
||||
|
||||
// transform to world
|
||||
Vec3 ray_world = mat3_mul_vec3(cam_rot, ray_cam);
|
||||
ray_world = normalize(ray_world);
|
||||
|
||||
// DDA
|
||||
std::vector<RayStep> steps = cast_ray_into_grid(
|
||||
cam_pos, ray_world, N, voxel_size, grid_center
|
||||
);
|
||||
|
||||
// Accumulate
|
||||
for(const auto &rs : steps) {
|
||||
float dist = rs.distance;
|
||||
float attenuation = 1.f/(1.f + alpha*dist);
|
||||
float val = pix_val * 1.f; //attenuation, need to fix this to work better so that it scales with the size of the image as it would appear at that distance but for now this works;
|
||||
int idx = rs.ix*N*N + rs.iy*N + rs.iz;
|
||||
voxel_grid[idx] += val;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move current -> previous
|
||||
prev_img = curr_img;
|
||||
prev_info = curr_info;
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------
|
||||
// 7.4) Save the voxel grid to .bin
|
||||
//------------------------------------------
|
||||
{
|
||||
std::ofstream ofs(output_bin, std::ios::binary);
|
||||
if(!ofs) {
|
||||
std::cerr << "Cannot open output file: " << output_bin << "\n";
|
||||
return 1;
|
||||
}
|
||||
// Write metadata (N, voxel_size)
|
||||
ofs.write(reinterpret_cast<const char*>(&N), sizeof(int));
|
||||
ofs.write(reinterpret_cast<const char*>(&voxel_size), sizeof(float));
|
||||
// Write the data
|
||||
ofs.write(reinterpret_cast<const char*>(voxel_grid.data()), voxel_grid.size()*sizeof(float));
|
||||
ofs.close();
|
||||
std::cout << "Saved voxel grid to " << output_bin << "\n";
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue