2017-11-11 12:57:57 +01:00
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///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2017, Tadas Baltrusaitis all rights reserved.
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//
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// ACADEMIC OR NON-PROFIT ORGANIZATION NONCOMMERCIAL RESEARCH USE ONLY
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//
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// BY USING OR DOWNLOADING THE SOFTWARE, YOU ARE AGREEING TO THE TERMS OF THIS LICENSE AGREEMENT.
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// IF YOU DO NOT AGREE WITH THESE TERMS, YOU MAY NOT USE OR DOWNLOAD THE SOFTWARE.
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//
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// License can be found in OpenFace-license.txt
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//
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// * Any publications arising from the use of this software, including but
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// not limited to academic journal and conference publications, technical
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// reports and manuals, must cite at least one of the following works:
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//
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// OpenFace: an open source facial behavior analysis toolkit
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// Tadas Baltru<72>aitis, Peter Robinson, and Louis-Philippe Morency
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// in IEEE Winter Conference on Applications of Computer Vision, 2016
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//
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// Rendering of Eyes for Eye-Shape Registration and Gaze Estimation
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// Erroll Wood, Tadas Baltru<72>aitis, Xucong Zhang, Yusuke Sugano, Peter Robinson, and Andreas Bulling
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// in IEEE International. Conference on Computer Vision (ICCV), 2015
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//
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// Cross-dataset learning and person-speci?c normalisation for automatic Action Unit detection
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// Tadas Baltru<72>aitis, Marwa Mahmoud, and Peter Robinson
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// in Facial Expression Recognition and Analysis Challenge,
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// IEEE International Conference on Automatic Face and Gesture Recognition, 2015
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//
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// Constrained Local Neural Fields for robust facial landmark detection in the wild.
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// Tadas Baltru<72>aitis, Peter Robinson, and Louis-Philippe Morency.
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// in IEEE Int. Conference on Computer Vision Workshops, 300 Faces in-the-Wild Challenge, 2013.
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef __ROTATION_HELPERS_h_
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#define __ROTATION_HELPERS_h_
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#include <opencv2/core/core.hpp>
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#include <opencv2/calib3d.hpp>
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namespace Utilities
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{
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//===========================================================================
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// Angle representation conversion helpers
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//===========================================================================
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// Using the XYZ convention R = Rx * Ry * Rz, left-handed positive sign
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static cv::Matx33d Euler2RotationMatrix(const cv::Vec3d& eulerAngles)
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{
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cv::Matx33d rotation_matrix;
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double s1 = sin(eulerAngles[0]);
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double s2 = sin(eulerAngles[1]);
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double s3 = sin(eulerAngles[2]);
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double c1 = cos(eulerAngles[0]);
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double c2 = cos(eulerAngles[1]);
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double c3 = cos(eulerAngles[2]);
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rotation_matrix(0, 0) = c2 * c3;
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rotation_matrix(0, 1) = -c2 *s3;
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rotation_matrix(0, 2) = s2;
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rotation_matrix(1, 0) = c1 * s3 + c3 * s1 * s2;
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rotation_matrix(1, 1) = c1 * c3 - s1 * s2 * s3;
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rotation_matrix(1, 2) = -c2 * s1;
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rotation_matrix(2, 0) = s1 * s3 - c1 * c3 * s2;
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rotation_matrix(2, 1) = c3 * s1 + c1 * s2 * s3;
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rotation_matrix(2, 2) = c1 * c2;
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return rotation_matrix;
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}
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// Using the XYZ convention R = Rx * Ry * Rz, left-handed positive sign
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static cv::Vec3d RotationMatrix2Euler(const cv::Matx33d& rotation_matrix)
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{
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double q0 = sqrt(1 + rotation_matrix(0, 0) + rotation_matrix(1, 1) + rotation_matrix(2, 2)) / 2.0;
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double q1 = (rotation_matrix(2, 1) - rotation_matrix(1, 2)) / (4.0*q0);
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double q2 = (rotation_matrix(0, 2) - rotation_matrix(2, 0)) / (4.0*q0);
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double q3 = (rotation_matrix(1, 0) - rotation_matrix(0, 1)) / (4.0*q0);
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double t1 = 2.0 * (q0*q2 + q1*q3);
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double yaw = asin(2.0 * (q0*q2 + q1*q3));
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double pitch = atan2(2.0 * (q0*q1 - q2*q3), q0*q0 - q1*q1 - q2*q2 + q3*q3);
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double roll = atan2(2.0 * (q0*q3 - q1*q2), q0*q0 + q1*q1 - q2*q2 - q3*q3);
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return cv::Vec3d(pitch, yaw, roll);
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}
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static cv::Vec3d Euler2AxisAngle(const cv::Vec3d& euler)
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{
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cv::Matx33d rotMatrix = Euler2RotationMatrix(euler);
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cv::Vec3d axis_angle;
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cv::Rodrigues(rotMatrix, axis_angle);
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return axis_angle;
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}
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static cv::Vec3d AxisAngle2Euler(const cv::Vec3d& axis_angle)
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{
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cv::Matx33d rotation_matrix;
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cv::Rodrigues(axis_angle, rotation_matrix);
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return RotationMatrix2Euler(rotation_matrix);
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}
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static cv::Matx33d AxisAngle2RotationMatrix(const cv::Vec3d& axis_angle)
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{
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cv::Matx33d rotation_matrix;
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cv::Rodrigues(axis_angle, rotation_matrix);
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return rotation_matrix;
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}
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static cv::Vec3d RotationMatrix2AxisAngle(const cv::Matx33d& rotation_matrix)
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{
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cv::Vec3d axis_angle;
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cv::Rodrigues(rotation_matrix, axis_angle);
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return axis_angle;
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}
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2017-11-12 11:55:47 +01:00
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// Generally useful 3D functions
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static void Project(cv::Mat_<double>& dest, const cv::Mat_<double>& mesh, double fx, double fy, double cx, double cy)
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{
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dest = cv::Mat_<double>(mesh.rows, 2, 0.0);
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int num_points = mesh.rows;
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double X, Y, Z;
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cv::Mat_<double>::const_iterator mData = mesh.begin();
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cv::Mat_<double>::iterator projected = dest.begin();
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for (int i = 0; i < num_points; i++)
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{
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// Get the points
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X = *(mData++);
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Y = *(mData++);
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Z = *(mData++);
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double x;
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double y;
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// if depth is 0 the projection is different
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if (Z != 0)
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{
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x = ((X * fx / Z) + cx);
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y = ((Y * fy / Z) + cy);
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}
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else
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{
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x = X;
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y = Y;
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}
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// Project and store in dest matrix
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(*projected++) = x;
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(*projected++) = y;
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}
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}
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2017-11-11 12:57:57 +01:00
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}
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#endif
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