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3D voxel reconstruction added using OpenGL
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# Pyre type checker | ||
.pyre/ | ||
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MIT License | ||
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Copyright (c) 2020 Stan Fortoński | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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import os | ||
import sys | ||
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import cv2 | ||
import glm | ||
import random | ||
import numpy as np | ||
import backgroundsubtractor | ||
import xml.etree.ElementTree as ET | ||
import calibration | ||
import voxel_construction | ||
block_size = 1.0 | ||
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# Parameters for voxel positions function | ||
# Initialization with loading videos and training background models | ||
initialized = False | ||
videos = [] | ||
bg_models = [] | ||
# Background model parameters for every camera | ||
# figure_threshold, figure_inner_threshold, | ||
# apply_opening_pre, apply_closing_pre, apply_opening_post, apply_closing_post | ||
cam_bg_model_params = [ | ||
[5000, 115, False, False, True, True], | ||
[5000, 115, False, False, True, True], | ||
[5000, 175, False, True, True, True], | ||
[5000, 115, False, False, False, True] | ||
] | ||
# Currently loaded frames and their index | ||
current_frames = [] | ||
frame_count = 0 | ||
previous_masks = [] | ||
# Lookup table for voxels | ||
lookup_table = None | ||
voxel_points = None | ||
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def generate_grid(width, depth): | ||
# Generates the floor grid locations | ||
# You don't need to edit this function | ||
data, colors = [], [] | ||
for x in range(width): | ||
for z in range(depth): | ||
data.append([x * block_size - width / 2, -block_size, z * block_size - depth / 2]) | ||
colors.append([1.0, 1.0, 1.0] if (x + z) % 2 == 0 else [0, 0, 0]) | ||
return data, colors | ||
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def set_voxel_positions(width, height, depth): | ||
# Generates random voxel locations | ||
list_videos = [] | ||
# list_videos(cv2.VideoCapture(os.path.join("data", "cam" + str(cam + 1)))) | ||
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voxel_3d_points = voxel_construction.create_voxel_volume(width, height * 2, depth) | ||
lookup_table = voxel_construction.create_lookup_table(voxel_3d_points, 4, "data", "config.xml") | ||
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# Extract foreground mask from video frame for each camera | ||
foregrounds = [] | ||
cam_allframes = [] | ||
for cam in range(1, 5): | ||
background_model = backgroundsubtractor.find_background(os.path.join("data", "cam" + str(cam)), | ||
"background.avi", history=500, threshold=300, | ||
detect_shadow=False) | ||
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removed=backgroundsubtractor.substract_background(os.path.join("data", "cam" + str(cam)), "video.avi", | ||
background_model, 10, True, | ||
False) | ||
contoured_foreground = backgroundsubtractor.contouring(removed, outer_threshold=1000, inner_threshold=130) | ||
foregrounds.append(contoured_foreground) | ||
cap = cv2.VideoCapture( os.path.join(os.path.join("data", "cam" + str(cam)), "video.avi")) | ||
frames = [] | ||
while True: | ||
ret, frame = cap.read() | ||
if not ret: | ||
break | ||
frames.append(frame) | ||
break | ||
cam_allframes.append(np.array(frames)[0]) | ||
#voxel_visible,voxels_visible_colors= voxel_construction.visible_voxels_coloring(lookup_table, foregrounds,cam_allframes ) | ||
voxel_visible,voxels_visible_colors= voxel_construction.visible_voxels_coloring(lookup_table, foregrounds,cam_allframes ) | ||
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allvisible_positions=[] | ||
colors=[] | ||
scaling_factor=64 | ||
threshold=4 # if all on for the specific camera view | ||
for voxel, camera in voxel_visible.items(): | ||
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if sum(camera.values()) >= 4: | ||
# Swap y and z and flip sign of y | ||
x = voxel[0] / scaling_factor | ||
y = - (voxel[2] / scaling_factor) | ||
z = voxel[1] / scaling_factor | ||
allvisible_positions.append([x, y, z]) | ||
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# Use color of only 2nd camera (front) and convert to 0-1 | ||
colors.append(voxels_visible_colors[voxel][2][::-1] / 255.0) | ||
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return allvisible_positions, colors | ||
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def get_cam_positions(): | ||
""" | ||
Calculates positions of cameras with rotation and translation vectors. Swaps Y and Z axis to convert OpenCV | ||
3D coordinate system to OpenGL and makes the new Y negative to face the viewer. | ||
:return: returns position for every camera and color vector for every camera | ||
""" | ||
tree = ET.parse('./data/checkerboard.xml') | ||
row = 0 | ||
col = 0 | ||
chessboard_square_size = 0 | ||
root = tree.getroot() | ||
for child in root: | ||
if child.tag == 'CheckerBoardWidth': | ||
col = int(child.text) | ||
if child.tag == 'CheckerBoardHeight': | ||
row = int(child.text) | ||
if child.tag == 'CheckerBoardSquareSize': | ||
chessboard_square_size = int(child.text) | ||
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scale = 1.0 / chessboard_square_size | ||
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# Get all camera positions | ||
camera_positions = [] | ||
for camera in range(4): | ||
# Get camera rotation and translation | ||
_, _, rvecs, tvecs = voxel_construction.load_config_info(os.path.join("data", "cam" + str(camera + 1)), | ||
"config.xml") | ||
rmtx, _ = cv2.Rodrigues(rvecs) | ||
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# Get camera position | ||
position = -np.matrix(rmtx).T * np.matrix(tvecs) * scale | ||
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# Swap Y and Z axis for OpenGL system and make new Y negative to face the viewer | ||
camera_positions.append([position[0][0], -position[2][0], position[1][0]]) | ||
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return camera_positions, [[1.0, 0, 0], [0, 1.0, 0], [0, 0, 1.0], [1.0, 1.0, 0]] | ||
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def get_cam_rotation_matrices(): | ||
# Generates dummy camera rotation matrices, looking down 45 degrees towards the center of the room | ||
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cam_rotations = [] | ||
for camera in range(4): | ||
# Get camera rotation | ||
_, _, rvecs, _ = voxel_construction.load_config_info(os.path.join("data", "cam" + str(camera + 1)), | ||
"config.xml") | ||
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cam_angles = [[0, 45, -45], [0, 135, -45], [0, 225, -45], [0, 315, -45]] | ||
cam_rotations = [glm.mat4(1), glm.mat4(1), glm.mat4(1), glm.mat4(1)] | ||
for c in range(len(cam_rotations)): | ||
cam_rotations[c] = glm.rotate(cam_rotations[c], cam_angles[c][0] * np.pi / 180, [1, 0, 0]) | ||
cam_rotations[c] = glm.rotate(cam_rotations[c], cam_angles[c][1] * np.pi / 180, [0, 1, 0]) | ||
cam_rotations[c] = glm.rotate(cam_rotations[c], cam_angles[c][2] * np.pi / 180, [0, 0, 1]) | ||
return cam_rotations |
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{ | ||
"app_name": "3D Voxel Visualizer", | ||
"debug_mode": false, | ||
"fullscreen": false, | ||
"world_width": 128, | ||
"world_height": 64, | ||
"world_depth": 128, | ||
"window_width": 1280, | ||
"window_height": 720, | ||
"near_plane": 0.1, | ||
"far_plane": 500, | ||
"sampling_level": 4 | ||
} |
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import glm | ||
from engine.base.shader import Shader | ||
from OpenGL.GL import * | ||
from OpenGL.error import NullFunctionError | ||
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class Program: | ||
def __init__(self): | ||
self.__programId = 0 | ||
self.shaders = [] | ||
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def attach_shader(self, shader): | ||
self.shaders.append(shader) | ||
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def link(self): | ||
self.__programId = glCreateProgram() | ||
for shader in self.shaders: | ||
shader.compile() | ||
glAttachShader(self.__programId, shader.getId()) | ||
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glLinkProgram(self.__programId) | ||
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for shader in self.shaders: | ||
shader.delete() | ||
self.shaders.clear() | ||
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if glGetProgramiv(self.__programId, GL_LINK_STATUS) != GL_TRUE: | ||
info = glGetProgramInfoLog(self.__programId) | ||
self.delete() | ||
raise RuntimeError(f'Error in program linking: {info}') | ||
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def __del__(self): | ||
self.delete() | ||
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def delete(self): | ||
try: | ||
glDeleteProgram(self.__programId) | ||
self.__programId = 0 | ||
except NullFunctionError: | ||
pass | ||
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def use(self): | ||
glUseProgram(self.__programId) | ||
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def getId(self): | ||
return self.__programId | ||
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def getAttribLocation(self, name): | ||
return glGetAttribLocation(self.__programId, name) | ||
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def getUniformLocation(self, name): | ||
return glGetUniformLocation(self.__programId, name) | ||
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def setInt(self, name, value): | ||
glUniform1i(self.getUniformLocation(name), value) | ||
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def setFloat(self, name, value): | ||
glUniform1f(self.getUniformLocation(name), value) | ||
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def setVec2(self, name, vec): | ||
glUniform2fv(self.getUniformLocation(name), 1, glm.value_ptr(vec)) | ||
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def setVec3(self, name, vec): | ||
glUniform3fv(self.getUniformLocation(name), 1, glm.value_ptr(vec)) | ||
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def setVec4(self, name, vec): | ||
glUniform4fv(self.getUniformLocation(name), 1, glm.value_ptr(vec)) | ||
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def setMat2(self, name, mat): | ||
glUniformMatrix2fv(self.getUniformLocation(name), 1, GL_FALSE, glm.value_ptr(mat)) | ||
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def setMat3(self, name, mat): | ||
glUniformMatrix3fv(self.getUniformLocation(name), 1, GL_FALSE, glm.value_ptr(mat)) | ||
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def setMat4(self, name, mat): | ||
glUniformMatrix4fv(self.getUniformLocation(name), 1, GL_FALSE, glm.value_ptr(mat)) | ||
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def get_linked_program(vert_path, frag_path): | ||
program = Program() | ||
program.attach_shader(Shader(vert_path, GL_VERTEX_SHADER)) | ||
program.attach_shader(Shader(frag_path, GL_FRAGMENT_SHADER)) | ||
program.link() | ||
return program |
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import os | ||
from OpenGL.GL import * | ||
from OpenGL.error import NullFunctionError | ||
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class Shader: | ||
def __init__(self, sourcePath, shaderType): | ||
self.__shaderId = 0 | ||
if not os.path.exists(sourcePath): | ||
raise RuntimeError(f'Shader source file {sourcePath} does not exists.') | ||
self.__sourcePath = sourcePath | ||
self.shaderType = shaderType | ||
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def compile(self): | ||
self.__shaderId = glCreateShader(self.shaderType) | ||
glShaderSource(self.__shaderId, self.__load_source()) | ||
glCompileShader(self.__shaderId) | ||
if glGetShaderiv(self.__shaderId, GL_COMPILE_STATUS) != GL_TRUE: | ||
info = glGetShaderInfoLog(self.__shaderId) | ||
raise RuntimeError(f'Shader compilation failed:\n{info}') | ||
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def __load_source(self): | ||
with open(self.__sourcePath) as file: | ||
source = file.read() | ||
return source | ||
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def getId(self): | ||
return self.__shaderId | ||
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def __del__(self): | ||
self.delete() | ||
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def delete(self): | ||
try: | ||
glDeleteShader(self.__shaderId) | ||
self.__shaderId = 0 | ||
except NullFunctionError: | ||
pass |
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from OpenGL.GL import * | ||
from OpenGL.error import NullFunctionError | ||
from engine.buffer.framebuffer import FrameBuffer | ||
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class BlurBuffer: | ||
def __init__(self): | ||
self.colorBuffers = None | ||
self.FBOs = None | ||
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def create(self, width, height): | ||
self.FBOs = glGenFramebuffers(2) | ||
self.colorBuffers = glGenTextures(2) | ||
for i in range(2): | ||
glBindFramebuffer(GL_FRAMEBUFFER, self.FBOs[i]) | ||
glBindTexture(GL_TEXTURE_2D, self.colorBuffers[i]) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) | ||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, None) | ||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.colorBuffers[i], 0) | ||
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if glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE: | ||
raise RuntimeError('Error when creating Blur Framebuffers.') | ||
glBindFramebuffer(GL_FRAMEBUFFER, 0) | ||
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def __del__(self): | ||
self.delete() | ||
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def delete(self): | ||
try: | ||
glDeleteFramebuffers(2, self.FBOs) | ||
glDeleteTextures(2, self.colorBuffers) | ||
self.colorBuffers = 0 | ||
except NullFunctionError: | ||
pass |
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from OpenGL.GL import * | ||
from OpenGL.error import NullFunctionError | ||
from engine.buffer.texture import Texture | ||
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class DepthBuffer(Texture): | ||
def __init__(self): | ||
super().__init__(GL_TEXTURE_2D) | ||
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def create(self, width, height): | ||
self.bind() | ||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) | ||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, [1.0, 1.0, 1.0, 1.0]) | ||
self.unbind() | ||
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def attach(self): | ||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.getId(), 0) | ||
glDrawBuffer(GL_NONE) | ||
glReadBuffer(GL_NONE) |
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