In [1]:
from numpy import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import pygame, pygame.image
from pygame.locals import *
import pickle
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width, height = 1000, 747
In [3]:
def set_projection_from_camera(K, p=[0, 0, 0]):
""" Set view from a camera calibration matrix. """
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
fx = K[0, 0]
fy = K[1, 1]
fovy = 2*arctan(0.5*height/fy)*180/pi
# aspect= float(width*fy)/(height*fx)
aspect= (width*fy)/(height*fx)
# define the near and far clipping planes
near = 0.1
far = 100.0
# set perspective
gluPerspective(fovy, aspect, near, far)
glViewport(p[0], p[1], width, height)
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def set_modelview_from_camera(Rt):
""" Define the camera modelview matrix from camera postion """
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
# rotate teapot 90 deg around x-axis so that z-axis is up
Rx = array([[1,0,0],[0,0, -1],[0,1,0]])
# set rotation to best approximation
R = Rt[:, :3]
U, S, V = linalg.svd(R)
R = dot(U, V)
R[0, :] = -R[0,:] # change sign of x-axis
# set translation
t = Rt[:, 3]
# setup 4*4 matrix view matrix
M = eye(4)
M[:3, :3] = dot(R, Rx)
M[:3, 3] = t
# transpose and flatten to get column order
M = M.T
m = M.flatten()
# replace model view with the new matrix
glLoadMatrixf(m)
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def draw_background(imname):
""" Draw background image using a quad. """
# load background image (should be .bmp) to OpenGL texture
bg_image = pygame.image.load(imname).convert()
bg_data = pygame.image.tostring(bg_image,"RGBX",1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# bind the texture
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, glGenTextures(1))
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,bg_data)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
# create quad to fill the whole window
glBegin(GL_QUADS)
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0)
glEnd()
# clear the texture
glDeleteTextures(1)
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def draw_teapot(size):
""" Draw a red teapot at the origin. """
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_DEPTH_TEST)
glClear(GL_DEPTH_BUFFER_BIT)
#draw red teapot
glMaterialfv(GL_FRONT, GL_AMBIENT, [0, 0, 0, 0])
glMaterialfv(GL_FRONT, GL_DIFFUSE, [0.5, 0.0, 0.0, 0.0])
glMaterialfv(GL_FRONT, GL_SPECULAR, [0.7, 0.6, 0.6, 0.0])
glMaterialf(GL_FRONT, GL_SHININESS, 0.25*128.0)
glutInit()
glutSolidTeapot(size)
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def setup():
""" Setup window and pygame environment. """
pygame.init()
pygame.display.set_mode((width, height), OPENGL | DOUBLEBUF)
pygame.display.set_caption('OpenGL AR demo')
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def cube_points(c, wid):
""" Creates a list of points for plotting
a cube with plot. (the first 5 points are
the bottom square, some sides repeated). """
p=[]
#bottom
p.append([c[0]-wid,c[1]-wid,c[2]-wid])
p.append([c[0]-wid,c[1]+wid,c[2]-wid])
p.append([c[0]+wid,c[1]+wid,c[2]-wid])
p.append([c[0]+wid,c[1]-wid,c[2]-wid])
p.append([c[0]-wid,c[1]-wid,c[2]-wid]) # same as first to close plot
#top
p.append([c[0]-wid,c[1]-wid,c[2]+wid])
p.append([c[0]-wid,c[1]+wid,c[2]+wid])
p.append([c[0]+wid,c[1]+wid,c[2]+wid])
p.append([c[0]+wid,c[1]-wid,c[2]+wid])
p.append([c[0]-wid,c[1]-wid,c[2]+wid]) # same as first to close plot
#vertical sides
p.append([c[0]-wid,c[1]-wid,c[2]+wid])
p.append([c[0]-wid,c[1]+wid,c[2]+wid])
p.append([c[0]-wid,c[1]+wid,c[2]-wid])
p.append([c[0]+wid,c[1]+wid,c[2]-wid])
p.append([c[0]+wid,c[1]+wid,c[2]+wid])
p.append([c[0]+wid,c[1]-wid,c[2]+wid])
p.append([c[0]+wid,c[1]-wid,c[2]-wid])
return array(p).T
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#load camera data
with open('ar_camera.pkl', 'r') as f:
K = pickle.load(f)
Rt = pickle.load(f)
import camera
import homography
from pylab import *
setup()
draw_background('book_perspective.bmp')
set_projection_from_camera(K)
points = array([[xx, yy, 0, 1] for xx in arange(-0.25, 0.26, 0.25) for yy in arange(-0.25, 0.26, 0.25)])
#print points
offsets = dot(Rt, points.T)
#print offsets.T
#print 'Rt : ', Rt
for offset in offsets.T:
Rnew = Rt.copy()
Rnew[0][3] = -offset[0] # x-axis sign is opposite for OpenGL
Rnew[1][3] = offset[1]
Rnew[2][3] = offset[2]
set_modelview_from_camera(Rnew)
draw_teapot(0.05)
while True:
event = pygame.event.poll()
if event.type in (QUIT, KEYDOWN):
break
pygame.display.flip()
pygame.display.quit()
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