ConsistentlyInconsistentYT-.../process_image.cpp
2025-04-01 05:33:04 +13:00

390 lines
16 KiB
C++

// process_image.cpp
#include <pybind11/pybind11.h>
#include <pybind11/numpy.h>
#include <pybind11/stl.h>
#include <cmath>
#include <vector>
#include <array>
#include <algorithm>
#include <limits>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace py = pybind11;
/**
* Compute the intersection of a ray with an axis-aligned bounding box (AABB).
*
* This function determines where a ray enters and exits the AABB defined by box_min and box_max.
* If the ray does not intersect the box, it returns false.
*/
bool ray_aabb_intersection(
const std::array<double, 3>& ray_origin,
const std::array<double, 3>& ray_direction,
const std::array<double, 3>& box_min,
const std::array<double, 3>& box_max,
double& t_entry,
double& t_exit)
{
double tmin = -std::numeric_limits<double>::infinity();
double tmax = std::numeric_limits<double>::infinity();
for (int i = 0; i < 3; ++i)
{
if (std::abs(ray_direction[i]) > 1e-8)
{
double t1 = (box_min[i] - ray_origin[i]) / ray_direction[i];
double t2 = (box_max[i] - ray_origin[i]) / ray_direction[i];
if (t1 > t2) std::swap(t1, t2);
tmin = std::max(tmin, t1);
tmax = std::min(tmax, t2);
if (tmin > tmax)
return false;
}
else
{
// Ray is parallel to the slab. If the origin is not within the slab, no intersection
if (ray_origin[i] < box_min[i] || ray_origin[i] > box_max[i])
return false;
}
}
t_entry = tmin;
t_exit = tmax;
return true;
}
/**
* Convert a 3D point to voxel indices within the voxel grid.
*
* Given a point in space and the voxel grid extents, compute which voxel it falls into.
*/
std::tuple<pybind11::ssize_t, pybind11::ssize_t, pybind11::ssize_t> point_to_voxel_indices(
const std::array<double, 3>& point,
const std::vector<std::pair<double, double>>& voxel_grid_extent,
const std::array<pybind11::ssize_t, 3>& voxel_grid_size)
{
double x_min = voxel_grid_extent[0].first;
double x_max = voxel_grid_extent[0].second;
double y_min = voxel_grid_extent[1].first;
double y_max = voxel_grid_extent[1].second;
double z_min = voxel_grid_extent[2].first;
double z_max = voxel_grid_extent[2].second;
double x = point[0];
double y = point[1];
double z = point[2];
// Check if the point is inside the voxel grid bounds
if (x_min <= x && x <= x_max && y_min <= y && y <= y_max && z_min <= z && z <= z_max)
{
pybind11::ssize_t nx = voxel_grid_size[0];
pybind11::ssize_t ny = voxel_grid_size[1];
pybind11::ssize_t nz = voxel_grid_size[2];
// Compute normalized position within the grid
double x_norm = (x - x_min) / (x_max - x_min);
double y_norm = (y - y_min) / (y_max - y_min);
double z_norm = (z - z_min) / (z_max - z_min);
// Convert normalized coordinates to voxel indices
pybind11::ssize_t x_idx = static_cast<pybind11::ssize_t>(x_norm * nx);
pybind11::ssize_t y_idx = static_cast<pybind11::ssize_t>(y_norm * ny);
pybind11::ssize_t z_idx = static_cast<pybind11::ssize_t>(z_norm * nz);
// Clamp the indices to valid range
x_idx = std::min(std::max(x_idx, pybind11::ssize_t(0)), nx - 1);
y_idx = std::min(std::max(y_idx, pybind11::ssize_t(0)), ny - 1);
z_idx = std::min(std::max(z_idx, pybind11::ssize_t(0)), nz - 1);
return std::make_tuple(x_idx, y_idx, z_idx);
}
else
{
// The point is outside the voxel grid
return std::make_tuple(-1, -1, -1);
}
}
/**
* Process an image and update the voxel grid and celestial sphere texture.
*
* This function:
* 1. Computes the direction of each pixel in the image.
* 2. Maps that direction to RA/Dec to find the corresponding brightness on the celestial sphere.
* 3. Optionally subtracts the background (celestial sphere brightness) from the image brightness.
* 4. If updating the celestial sphere, accumulates brightness values into the celestial_sphere_texture.
* 5. If a voxel grid is provided, casts rays into the grid and updates voxel brightness accordingly.
*/
void process_image_cpp(
py::array_t<double> image,
std::array<double, 3> earth_position,
std::array<double, 3> pointing_direction,
double fov,
pybind11::ssize_t image_width,
pybind11::ssize_t image_height,
py::array_t<double> voxel_grid,
std::vector<std::pair<double, double>> voxel_grid_extent,
double max_distance,
int num_steps,
py::array_t<double> celestial_sphere_texture,
double center_ra_rad,
double center_dec_rad,
double angular_width_rad,
double angular_height_rad,
bool update_celestial_sphere,
bool perform_background_subtraction
)
{
// Access the image and celestial sphere texture arrays
auto image_unchecked = image.unchecked<2>();
auto texture_mutable = celestial_sphere_texture.mutable_unchecked<2>();
pybind11::ssize_t texture_height = celestial_sphere_texture.shape(0);
pybind11::ssize_t texture_width = celestial_sphere_texture.shape(1);
// Check if voxel_grid is provided and non-empty
bool voxel_grid_provided = voxel_grid && voxel_grid.size() > 0;
// Variables for voxel grid (only if voxel_grid_provided)
std::array<pybind11::ssize_t, 3> voxel_grid_size = {0, 0, 0};
double x_min = 0, x_max = 0;
double y_min = 0, y_max = 0;
double z_min = 0, z_max = 0;
// We only declare voxel_grid_mutable inside the if block if voxel_grid is provided
// This avoids the need for a default constructor for unchecked_mutable_reference.
py::detail::unchecked_mutable_reference<double, 3>* voxel_grid_mutable_ptr = nullptr;
if (voxel_grid_provided)
{
// Get a mutable reference to the voxel grid
auto voxel_grid_mutable = voxel_grid.mutable_unchecked<3>();
voxel_grid_mutable_ptr = &voxel_grid_mutable;
// Extract voxel grid dimensions and extents
voxel_grid_size = {
voxel_grid.shape(0),
voxel_grid.shape(1),
voxel_grid.shape(2)
};
x_min = voxel_grid_extent[0].first;
x_max = voxel_grid_extent[0].second;
y_min = voxel_grid_extent[1].first;
y_max = voxel_grid_extent[1].second;
z_min = voxel_grid_extent[2].first;
z_max = voxel_grid_extent[2].second;
}
// Compute focal length from the field of view
double focal_length = (image_width / 2.0) / std::tan(fov / 2.0);
// Principal point (optical center)
double cx = image_width / 2.0;
double cy = image_height / 2.0;
// pointing_direction is the z-axis of the camera frame
// Normalize pointing_direction to ensure it's a unit vector
double z_norm = std::sqrt(pointing_direction[0]*pointing_direction[0] +
pointing_direction[1]*pointing_direction[1] +
pointing_direction[2]*pointing_direction[2]);
pointing_direction[0] /= z_norm;
pointing_direction[1] /= z_norm;
pointing_direction[2] /= z_norm;
// Define an 'up' vector to avoid singularities
std::array<double, 3> up = {0.0, 0.0, 1.0};
if ((std::abs(pointing_direction[0] - up[0]) < 1e-8 &&
std::abs(pointing_direction[1] - up[1]) < 1e-8 &&
std::abs(pointing_direction[2] - up[2]) < 1e-8) ||
(std::abs(pointing_direction[0] + up[0]) < 1e-8 &&
std::abs(pointing_direction[1] + up[1]) < 1e-8 &&
std::abs(pointing_direction[2] + up[2]) < 1e-8))
{
up = {0.0, 1.0, 0.0};
}
// Compute orthonormal basis: x_axis, y_axis, z_axis (z_axis = pointing_direction)
std::array<double, 3> z_axis = pointing_direction;
std::array<double, 3> x_axis;
x_axis[0] = up[1]*z_axis[2] - up[2]*z_axis[1];
x_axis[1] = up[2]*z_axis[0] - up[0]*z_axis[2];
x_axis[2] = up[0]*z_axis[1] - up[1]*z_axis[0];
double x_norm = std::sqrt(x_axis[0]*x_axis[0] + x_axis[1]*x_axis[1] + x_axis[2]*x_axis[2]);
x_axis[0] /= x_norm;
x_axis[1] /= x_norm;
x_axis[2] /= x_norm;
std::array<double, 3> y_axis;
y_axis[0] = z_axis[1]*x_axis[2] - z_axis[2]*x_axis[1];
y_axis[1] = z_axis[2]*x_axis[0] - z_axis[0]*x_axis[2];
y_axis[2] = z_axis[0]*x_axis[1] - z_axis[1]*x_axis[0];
// Iterate over each pixel in the image
#pragma omp parallel for
for (pybind11::ssize_t i = 0; i < image_height; ++i)
{
for (pybind11::ssize_t j = 0; j < image_width; ++j)
{
double brightness = image_unchecked(i, j);
if (brightness > 0)
{
// Compute the direction in camera coordinates
double x_cam = (j - cx);
double y_cam = (i - cy);
double z_cam = focal_length;
double norm = std::sqrt(x_cam*x_cam + y_cam*y_cam + z_cam*z_cam);
double direction_camera[3] = { x_cam/norm, y_cam/norm, z_cam/norm };
// Transform direction_camera to world coordinates
double direction_world[3];
direction_world[0] = x_axis[0]*direction_camera[0] + y_axis[0]*direction_camera[1] + z_axis[0]*direction_camera[2];
direction_world[1] = x_axis[1]*direction_camera[0] + y_axis[1]*direction_camera[1] + z_axis[1]*direction_camera[2];
direction_world[2] = x_axis[2]*direction_camera[0] + y_axis[2]*direction_camera[1] + z_axis[2]*direction_camera[2];
// Normalize direction_world (should already be unit, but just in case)
double dir_norm = std::sqrt(direction_world[0]*direction_world[0] +
direction_world[1]*direction_world[1] +
direction_world[2]*direction_world[2]);
direction_world[0] /= dir_norm;
direction_world[1] /= dir_norm;
direction_world[2] /= dir_norm;
// Compute RA/Dec for direction_world
double dx = direction_world[0];
double dy = direction_world[1];
double dz = direction_world[2];
double r = std::sqrt(dx*dx + dy*dy + dz*dz);
double dec = std::asin(dz / r);
double ra = std::atan2(dy, dx);
if (ra < 0) ra += 2 * M_PI;
// Compute offsets from the center of the sky patch
double ra_offset = ra - center_ra_rad;
double dec_offset = dec - center_dec_rad;
// Adjust RA offset for wrapping
if (ra_offset > M_PI) ra_offset -= 2 * M_PI;
if (ra_offset < -M_PI) ra_offset += 2 * M_PI;
// Check if within the defined sky patch
bool within_sky_patch = (std::abs(ra_offset) <= angular_width_rad / 2) &&
(std::abs(dec_offset) <= angular_height_rad / 2);
// Map RA/Dec to texture coordinates
double u = (ra_offset + angular_width_rad / 2) / angular_width_rad * texture_width;
double v = (dec_offset + angular_height_rad / 2) / angular_height_rad * texture_height;
pybind11::ssize_t u_idx = static_cast<pybind11::ssize_t>(u);
pybind11::ssize_t v_idx = static_cast<pybind11::ssize_t>(v);
// Clamp texture coordinates
u_idx = std::min(std::max(u_idx, pybind11::ssize_t(0)), texture_width - 1);
v_idx = std::min(std::max(v_idx, pybind11::ssize_t(0)), texture_height - 1);
// Background subtraction
double background_brightness = 0.0;
if (within_sky_patch)
{
background_brightness = texture_mutable(v_idx, u_idx);
}
if (perform_background_subtraction)
{
brightness -= background_brightness;
if (brightness <= 0)
continue; // Skip if adjusted brightness is zero or negative
}
// Update celestial sphere texture if needed
if (update_celestial_sphere && within_sky_patch)
{
#pragma omp atomic
texture_mutable(v_idx, u_idx) += brightness;
}
// If we have a voxel grid, cast rays into it and update voxel brightness
if (voxel_grid_provided)
{
// Safe to use voxel_grid_mutable_ptr now because voxel_grid_provided is true
auto &voxel_grid_mutable = *voxel_grid_mutable_ptr; // Reference to the voxel grid
// Ray casting into voxel grid
double step_size = max_distance / num_steps;
std::array<double, 3> ray_origin = { earth_position[0], earth_position[1], earth_position[2] };
std::array<double, 3> ray_direction = { direction_world[0], direction_world[1], direction_world[2] };
std::array<double, 3> box_min = { x_min, y_min, z_min };
std::array<double, 3> box_max = { x_max, y_max, z_max };
double t_entry, t_exit;
if (ray_aabb_intersection(ray_origin, ray_direction, box_min, box_max, t_entry, t_exit))
{
t_entry = std::max(t_entry, 0.0);
t_exit = std::min(t_exit, max_distance);
if (t_entry <= t_exit)
{
int s_entry = static_cast<int>(t_entry / step_size);
int s_exit = static_cast<int>(t_exit / step_size);
for (int s = s_entry; s <= s_exit; ++s)
{
double d = s * step_size;
double px = ray_origin[0] + d * ray_direction[0];
double py = ray_origin[1] + d * ray_direction[1];
double pz = ray_origin[2] + d * ray_direction[2];
auto indices = point_to_voxel_indices({ px, py, pz }, voxel_grid_extent, voxel_grid_size);
pybind11::ssize_t x_idx = std::get<0>(indices);
pybind11::ssize_t y_idx = std::get<1>(indices);
pybind11::ssize_t z_idx = std::get<2>(indices);
if (x_idx >= 0)
{
#pragma omp atomic
voxel_grid_mutable(x_idx, y_idx, z_idx) += brightness;
}
}
}
}
}
}
}
}
}
// Expose the function to Python
PYBIND11_MODULE(process_image_cpp, m) {
m.doc() = "C++ implementation of the process_image function";
m.def("process_image_cpp", &process_image_cpp, "Process image and update voxel grid in C++",
py::arg("image"),
py::arg("earth_position"),
py::arg("pointing_direction"),
py::arg("fov"),
py::arg("image_width"),
py::arg("image_height"),
py::arg("voxel_grid"),
py::arg("voxel_grid_extent"),
py::arg("max_distance"),
py::arg("num_steps"),
py::arg("celestial_sphere_texture"),
py::arg("center_ra_rad"),
py::arg("center_dec_rad"),
py::arg("angular_width_rad"),
py::arg("angular_height_rad"),
py::arg("update_celestial_sphere"),
py::arg("perform_background_subtraction")
);
}