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304 lines
11 KiB
304 lines
11 KiB
/*
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OneLoneCoder.com - Augmenting Reality #1 - Optical Flow
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"My arms are tired now." - @Javidx9
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Disclaimer
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~~~~~~~~~~
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I don't care what you use this for. It's intended to be educational, and perhaps
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to the oddly minded - a little bit of fun. Please hack this, change it and use it
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in any way you see fit. BUT, you acknowledge that I am not responsible for anything
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bad that happens as a result of your actions. However, if good stuff happens, I
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would appreciate a shout out, or at least give the blog some publicity for me.
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Cheers!
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Background
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~~~~~~~~~~
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Optical flow is the determination of motion in a video stream at the pixel level.
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Each pixel is associated with a motion vector that is used to create a map of
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velocity vectors which are then used to interact with a virtual object superimposed
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on the video stream.
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You will need to have watched my webcam video for this one to make sense!
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https://youtu.be/pk1Y_26j1Y4
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Author
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~~~~~~
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Twitter: @javidx9
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Blog: www.onelonecoder.com
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Video:
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~~~~~~
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https://youtu.be/aNtzgoEGC1Y
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Last Updated: 15/11/2017
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*/
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#include <iostream>
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#include <string>
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#include <algorithm>
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using namespace std;
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#include "olcConsoleGameEngine.h"
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#include "escapi.h"
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class OneLoneCoder_AROpticFlow : public olcConsoleGameEngine
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{
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public:
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OneLoneCoder_AROpticFlow()
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{
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m_sAppName = L"Augmented Reality Part #1 - Optic Flow";
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}
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private:
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union RGBint
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{
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int rgb;
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unsigned char c[4];
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};
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int nCameras = 0;
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SimpleCapParams capture;
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// 2D Maps for image processing
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float *fOldCamera = nullptr; // Previous raw frame from camera
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float *fNewCamera = nullptr; // Recent raw frame from camera
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float *fFilteredCamera = nullptr; // low-pass filtered image
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float *fOldFilteredCamera = nullptr; // low-pass filtered image
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float *fOldMotionImage = nullptr; // previous motion image
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float *fMotionImage = nullptr; // recent motion image
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float *fFlowX = nullptr; // x-component of flow field vector
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float *fFlowY = nullptr; // y-component of flow field vector
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// Object Physics Variables
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float fBallX = 0.0f; // Ball position 2D
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float fBallY = 0.0f;
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float fBallVX = 0.0f; // Ball Velocity 2D
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float fBallVY = 0.0f;
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protected:
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virtual bool OnUserCreate()
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{
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// Initialise webcam to console dimensions
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nCameras = setupESCAPI();
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if (nCameras == 0) return false;
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capture.mWidth = ScreenWidth();
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capture.mHeight = ScreenHeight();
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capture.mTargetBuf = new int[ScreenWidth() * ScreenHeight()];
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if (initCapture(0, &capture) == 0) return false;
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// Allocate memory for images
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fOldCamera = new float[ScreenWidth() * ScreenHeight()];
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fNewCamera = new float[ScreenWidth() * ScreenHeight()];
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fFilteredCamera = new float[ScreenWidth() * ScreenHeight()];
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fOldFilteredCamera = new float[ScreenWidth() * ScreenHeight()];
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fFlowX = new float[ScreenWidth() * ScreenHeight()];
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fFlowY = new float[ScreenWidth() * ScreenHeight()];
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fOldMotionImage = new float[ScreenWidth() * ScreenHeight()];
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fMotionImage = new float[ScreenWidth() * ScreenHeight()];
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// Initialise images to 0
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memset(fOldCamera, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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memset(fNewCamera, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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memset(fFilteredCamera, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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memset(fOldFilteredCamera, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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memset(fFlowX, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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memset(fFlowY, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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memset(fOldMotionImage, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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memset(fMotionImage, 0, sizeof(float) * ScreenWidth() * ScreenHeight());
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// Set ball position to middle of frame
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fBallX = ScreenWidth() / 2.0f;
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fBallY = ScreenHeight() / 2.0f;
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return true;
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}
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virtual bool OnUserUpdate(float fElapsedTime)
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{
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// Lambda function to draw "image" in greyscale
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auto draw_image = [&](float *image)
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{
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for (int x = 0; x < capture.mWidth; x++)
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{
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for (int y = 0; y < capture.mHeight; y++)
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{
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wchar_t sym = 0;
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short bg_col = 0;
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short fg_col = 0;
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int pixel_bw = (int)(image[y*ScreenWidth() + x] * 13.0f);
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switch (pixel_bw)
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{
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case 0: bg_col = BG_BLACK; fg_col = FG_BLACK; sym = PIXEL_SOLID; break;
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case 1: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_QUARTER; break;
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case 2: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_HALF; break;
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case 3: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_THREEQUARTERS; break;
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case 4: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_SOLID; break;
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case 5: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_QUARTER; break;
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case 6: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_HALF; break;
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case 7: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_THREEQUARTERS; break;
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case 8: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_SOLID; break;
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case 9: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_QUARTER; break;
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case 10: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_HALF; break;
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case 11: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_THREEQUARTERS; break;
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case 12: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_SOLID; break;
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}
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Draw(x, y, sym, bg_col | fg_col);
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}
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}
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};
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// Lambda function to read from a 2D array without error
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auto get_pixel = [&](float* image, int x, int y)
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{
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if (x >= 0 && x < ScreenWidth() && y >= 0 && y < ScreenHeight())
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return image[y*ScreenWidth() + x];
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else
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return 0.0f;
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};
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// === Capture & Filter New Input Image ==========================================
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// Get Image from webcam
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doCapture(0); while (isCaptureDone(0) == 0) {}
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// Do Temporal Filtering per pixel
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for (int y = 0; y < capture.mHeight; y++)
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for (int x = 0; x < capture.mWidth; x++)
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{
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RGBint col;
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int id = y * capture.mWidth + x;
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col.rgb = capture.mTargetBuf[id];
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int r = col.c[2], g = col.c[1], b = col.c[0];
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float fR = (float)r / 255.0f;
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float fG = (float)g / 255.0f;
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float fB = (float)b / 255.0f;
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// Store previous camera frame for temporal processing
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fOldCamera[y*ScreenWidth() + x] = fNewCamera[y*ScreenWidth() + x];
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// Store previous camera frame for temporal processing
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fOldFilteredCamera[y*ScreenWidth() + x] = fFilteredCamera[y*ScreenWidth() + x];
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// Store previous motion only frame
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fOldMotionImage[y*ScreenWidth() + x] = fMotionImage[y*ScreenWidth() + x];
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// Calculate luminance (greyscale equivalent) of pixel
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float fLuminance = 0.2987f * fR + 0.5870f * fG + 0.1140f * fB;
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fNewCamera[y*ScreenWidth() + x] = fLuminance;
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// Low-Pass filter camera image, to remove pixel jitter
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fFilteredCamera[y*ScreenWidth() + x] += (fNewCamera[y*ScreenWidth() + x] - fFilteredCamera[y*ScreenWidth() + x]) * 0.8f;
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// Create motion image as difference between two successive camera frames
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float fDiff = fabs(get_pixel(fFilteredCamera, x, y) - get_pixel(fOldFilteredCamera, x, y));
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// Threshold motion image to remove filter out camera noise
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fMotionImage[y*ScreenWidth() + x] = (fDiff >= 0.05f) ? fDiff : 0.0f;
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}
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// === Calculate Optic Flow Vector Map ==========================================
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// Brute Force Local Spatial Pattern Matching
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int nPatchSize = 9;
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int nSearchSize = 7;
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for (int x = 0; x < ScreenWidth(); x++)
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{
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for (int y = 0; y < ScreenHeight(); y++)
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{
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// Initialise serach variables
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float fPatchDifferenceMax = INFINITY;
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float fPatchDifferenceX = 0.0f;
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float fPatchDifferenceY = 0.0f;
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fFlowX[y*ScreenWidth() + x] = 0.0f;
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fFlowY[y*ScreenWidth() + x] = 0.0f;
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// Search over a given rectangular area for a "patch" of old image
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// that "resembles" a patch of the new image.
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for (int sx = 0; sx < nSearchSize; sx++)
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{
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for (int sy = 0; sy < nSearchSize; sy++)
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{
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// Search vector is centre of patch test
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int nSearchVectorX = x + (sx - nSearchSize / 2);
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int nSearchVectorY = y + (sy - nSearchSize / 2);
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float fAccumulatedDifference = 0.0f;
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// For each pixel in search patch, accumulate difference with base patch
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for (int px = 0; px < nPatchSize; px++)
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for (int py = 0; py < nPatchSize; py++)
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{
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// Work out search patch offset indices
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int nPatchPixelX = nSearchVectorX + (px - nPatchSize / 2);
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int nPatchPixelY = nSearchVectorY + (py - nPatchSize / 2);
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// Work out base patch indices
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int nBasePixelX = x + (px - nPatchSize / 2);
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int nBasePixelY = y + (py - nPatchSize / 2);
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// Get adjacent values for each patch
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float fPatchPixel = get_pixel(fNewCamera, nPatchPixelX, nPatchPixelY);
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float fBasePixel = get_pixel(fOldCamera, nBasePixelX, nBasePixelY);
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// Accumulate difference
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fAccumulatedDifference += fabs(fPatchPixel - fBasePixel);
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}
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// Record the vector offset for the search patch that is the
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// least different to the base patch
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if (fAccumulatedDifference <= fPatchDifferenceMax)
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{
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fPatchDifferenceMax = fAccumulatedDifference;
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fFlowX[y*ScreenWidth() + x] = (float)(nSearchVectorX - x);
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fFlowY[y*ScreenWidth() + x] = (float)(nSearchVectorY - y);
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}
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}
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}
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}
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}
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// Modulate Optic Flow Vector Map with motion map, to remove vectors that
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// errornously indicate large local motion
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for (int i = 0; i < ScreenWidth()*ScreenHeight(); i++)
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{
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fFlowX[i] *= fMotionImage[i] > 0 ? 1.0f : 0.0f;
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fFlowY[i] *= fMotionImage[i] > 0 ? 1.0f : 0.0f;
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}
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// === Update Ball Physics ========================================================
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// Ball velocity is updated by optic flow vector field
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fBallVX += 100.0f * fFlowX[(int)fBallY * ScreenWidth() + (int)fBallX] * fElapsedTime;
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fBallVY += 100.0f * fFlowY[(int)fBallY * ScreenWidth() + (int)fBallX] * fElapsedTime;
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// Ball position is updated by velocity
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fBallX += 1.0f * fBallVX * fElapsedTime;
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fBallY += 1.0f * fBallVY * fElapsedTime;
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// Add "drag" effect to ball velocity
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fBallVX *= 0.85f;
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fBallVY *= 0.85f;
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// Wrap ball around screen
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if (fBallX >= ScreenWidth()) fBallX -= (float)ScreenWidth();
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if (fBallY >= ScreenHeight()) fBallY -= (float)ScreenHeight();
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if (fBallX < 0) fBallX += (float)ScreenWidth();
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if (fBallY < 0) fBallY += (float)ScreenHeight();
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// === Update Screen =================================================================
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// Draw Camera Image
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draw_image(fNewCamera);
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// Draw "Ball"
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Fill(fBallX - 4, fBallY - 4, fBallX + 4, fBallY + 4, PIXEL_SOLID, FG_RED);
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return true;
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}
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};
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int main()
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{
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OneLoneCoder_AROpticFlow game;
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game.ConstructConsole(80, 60, 16, 16);
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game.Start();
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return 0;
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} |