我试图模拟房间里的深度相机,我的相机能够在世界中移动和旋转,房间被模拟为(0,0,0)周围的三维立方体 单击按钮,我想在图像中对N个随机点进行采样,并从摄像机获取这些点的距离(“真实世界”中的距离)。到目前为止,我已经设法创建了移动相机和立方体的场景 (Example)
我尝试了gluUnProject来获得3d点
model_view = np.array(glGetDoublev(GL_MODELVIEW_MATRIX))
proj = np.array(glGetDoublev(GL_PROJECTION_MATRIX))
view = np.array(glGetDoublev(GL_VIEWPORT))
3d_point = gluUnProject(x,y, 0.0)
其中x,y是图像中像素的坐标,但是当我在我知道它们的位置(立方角)的像素上检查时,我得到的是随机结果。
我对openGL很新,所以我可能会遗漏一些东西,数学方面,我想做的就是在像素坐标上应用投影的反转和视图矩阵,但这不起作用。
我附上下面的房间模拟代码。
提前致谢。
import pygame
from pygame.locals import *
import numpy as np
import random
from OpenGL.GL import *
from OpenGL.GLU import *
display = (800, 600)
import math
def get_cube_information():
vertices = (
(1, -1, -1),
(1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
(1, -1, 1),
(1, 1, 1, ),
(-1, -1, 1),
(-1, 1, 1),
)
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7),
)
surfaces = (
(0,1,2,3),
(3,2,7,6),
(6,7,5,4),
(4,5,1,0),
(1,5,7,2),
(4,0,3,6),
)
colors = (
(1.000, 0.920, 0.000),
(0.000, 0.860, 0.000),
(1.000, 0.480, 0.000),
(1.000, 1.000, 1.000),
(0.900, 0.000, 0.000),
(0.000, 0.000, 0.950)
)
return vertices, edges, surfaces, colors
def Cube():
glBegin(GL_QUADS)
(vertices, edges, surfaces, colors) = get_cube_information()
for i, surface in enumerate(surfaces):
x = 0
color = colors[i]
for vertex in surface:
x += 1
glColor3fv(color)
glVertex3fv(vertices[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(vertices[vertex])
glEnd()
def main():
pygame.init()
tx = 0
ty = 0
tz = 0
ry = 0
rx = 0
pygame.display.set_mode(display, DOUBLEBUF|OPENGL|RESIZABLE)
glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
view_mat = np.matrix(np.identity(4), copy=False, dtype='float32')
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0, 0, 0)
glGetFloatv(GL_MODELVIEW_MATRIX, view_mat)
glLoadIdentity()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
quit()
if event.key == pygame.K_a:
tx = 0.05
elif event.key == pygame.K_d:
tx = -0.05
elif event.key == pygame.K_w:
tz = 0.05
elif event.key == pygame.K_s:
tz = -0.05
elif event.key == pygame.K_RIGHT:
ry = 1.0
elif event.key == pygame.K_LEFT:
ry = -1.0
elif event.key == pygame.K_UP:
rx = -1.0
elif event.key == pygame.K_DOWN:
rx = 1.0
elif event.key == pygame.K_SPACE:
continue
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a and tx > 0:
tx = 0
elif event.key == pygame.K_d and tx < 0:
tx = 0
elif event.key == pygame.K_w and tz > 0:
tz = 0
elif event.key == pygame.K_s and tz < 0:
tz = 0
elif event.key == pygame.K_RIGHT and ry > 0:
ry = 0.0
elif event.key == pygame.K_LEFT and ry < 0:
ry = 0.0
elif event.key == pygame.K_DOWN and rx > 0:
rx = 0.0
elif event.key == pygame.K_UP and rx < 0:
rx = 0.0
elif event.type == pygame.MOUSEBUTTONDOWN:
#here I want to sample the points and return their (x,y) in the image and their distance from the camera.
continue
glPushMatrix()
glLoadIdentity()
glTranslatef(tx, ty, tz)
glRotatef(ry, 0, 1, 0)
glRotatef(rx, 1, 0, 0)
glMultMatrixf(view_mat)
glGetFloatv(GL_MODELVIEW_MATRIX, view_mat)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube()
glPopMatrix()
pygame.display.flip()
pygame.time.wait(10)
main()
答案 0 :(得分:1)
要在视口上查找点的世界位置,您必须知道该点的深度值。
x和y屏幕位置和深度必须转换为[-1,1]范围内的标准化设备坐标。为此,必须知道视口矩形:
ndc = [2.0* x/vp_width - 1.0, 1.0 - 2.0*y/vp_height, depth*2.0 - 1.0];
规范化的设备空间坐标必须通过逆投影矩阵转换到视图空间(最后必须执行透视分割)。
使用逆视图矩阵,可以将视图空间坐标转换为世界空间。
gluUnProject
为你完成所有这些,但你必须知道片段的深度。
片段的深度可以由glReadPixels
读取:
# get mouse position
x, y = pygame.mouse.get_pos()
# get the fragment depth
depth = glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT)
# get projection matrix, view matrix and the viewport rectangle
model_view = np.array(glGetDoublev(GL_MODELVIEW_MATRIX))
proj = np.array(glGetDoublev(GL_PROJECTION_MATRIX))
view = np.array(glGetIntegerv(GL_VIEWPORT))
# unproject the point
point = gluUnProject(x, y, depth, model_view, proj, view)
print( point )
注意,您必须启用Depth Test否则不会设置深度缓冲区。这也带来了好处,前面的多边形覆盖了“背后”的多边形:
glEnable(GL_DEPTH_TEST)
Cube()
当分别由glGetDoublev(GL_PROJECTION_MATRIX)
glGetDoublev(GL_MODELVIEW_MATRIX)
读取线索时,投影矩阵和模型视图矩阵必须正确设置。
这意味着应在设置之后读取视图矩阵:
glPushMatrix()
glLoadIdentity()
glTranslatef(tx, ty, tz)
glRotatef(ry, 0, 1, 0)
glRotatef(rx, 1, 0, 0)
glMultMatrixf(view_mat)
glGetFloatv(GL_MODELVIEW_MATRIX, view_mat)
model_view = np.array(glGetDoublev(GL_MODELVIEW_MATRIX))
注意,如果model
的第4个参数(gluUnProject
)使用了单位矩阵,那么gluUnProject
不会计算世界坐标,但会计算视图坐标。