sustaining_gazes/lib/local/GazeAnalyser/src/GazeEstimation.cpp

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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2017, Carnegie Mellon University and University of Cambridge,
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// all rights reserved.
//
// ACADEMIC OR NON-PROFIT ORGANIZATION NONCOMMERCIAL RESEARCH USE ONLY
//
// BY USING OR DOWNLOADING THE SOFTWARE, YOU ARE AGREEING TO THE TERMS OF THIS LICENSE AGREEMENT.
// IF YOU DO NOT AGREE WITH THESE TERMS, YOU MAY NOT USE OR DOWNLOAD THE SOFTWARE.
//
// License can be found in OpenFace-license.txt
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//
// * Any publications arising from the use of this software, including but
// not limited to academic journal and conference publications, technical
// reports and manuals, must cite at least one of the following works:
//
// OpenFace: an open source facial behavior analysis toolkit
// Tadas Baltru<72>aitis, Peter Robinson, and Louis-Philippe Morency
// in IEEE Winter Conference on Applications of Computer Vision, 2016
//
// Rendering of Eyes for Eye-Shape Registration and Gaze Estimation
// Erroll Wood, Tadas Baltru<72>aitis, Xucong Zhang, Yusuke Sugano, Peter Robinson, and Andreas Bulling
// in IEEE International. Conference on Computer Vision (ICCV), 2015
//
// Cross-dataset learning and person-speci?c normalisation for automatic Action Unit detection
// Tadas Baltru<72>aitis, Marwa Mahmoud, and Peter Robinson
// in Facial Expression Recognition and Analysis Challenge,
// IEEE International Conference on Automatic Face and Gesture Recognition, 2015
//
// Constrained Local Neural Fields for robust facial landmark detection in the wild.
// Tadas Baltru<72>aitis, Peter Robinson, and Louis-Philippe Morency.
// in IEEE Int. Conference on Computer Vision Workshops, 300 Faces in-the-Wild Challenge, 2013.
//
///////////////////////////////////////////////////////////////////////////////
#include "opencv2/core/core.hpp"
#include "opencv2/imgproc/imgproc.hpp"
#include "opencv2/calib3d/calib3d.hpp"
#include <iostream>
#include "GazeEstimation.h"
#include "LandmarkDetectorUtils.h"
#include "LandmarkDetectorFunc.h"
#include "RotationHelpers.h"
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using namespace std;
using namespace GazeAnalysis;
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cv::Point3f RaySphereIntersect(cv::Point3f rayOrigin, cv::Point3f rayDir, cv::Point3f sphereOrigin, float sphereRadius){
float dx = rayDir.x;
float dy = rayDir.y;
float dz = rayDir.z;
float x0 = rayOrigin.x;
float y0 = rayOrigin.y;
float z0 = rayOrigin.z;
float cx = sphereOrigin.x;
float cy = sphereOrigin.y;
float cz = sphereOrigin.z;
float r = sphereRadius;
float a = dx*dx + dy*dy + dz*dz;
float b = 2*dx*(x0-cx) + 2*dy*(y0-cy) + 2*dz*(z0-cz);
float c = cx*cx + cy*cy + cz*cz + x0*x0 + y0*y0 + z0*z0 + -2*(cx*x0 + cy*y0 + cz*z0) - r*r;
float disc = b*b - 4*a*c;
float t = (-b - sqrt(b*b - 4*a*c))/2*a;
// This implies that the lines did not intersect, point straight ahead
if (b*b - 4 * a*c < 0)
return cv::Point3f(0, 0, -1);
return rayOrigin + rayDir * t;
}
cv::Point3f GazeAnalysis::GetPupilPosition(cv::Mat_<double> eyeLdmks3d){
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eyeLdmks3d = eyeLdmks3d.t();
cv::Mat_<double> irisLdmks3d = eyeLdmks3d.rowRange(0,8);
cv::Point3f p (mean(irisLdmks3d.col(0))[0], mean(irisLdmks3d.col(1))[0], mean(irisLdmks3d.col(2))[0]);
return p;
}
void GazeAnalysis::EstimateGaze(const LandmarkDetector::CLNF& clnf_model, cv::Point3f& gaze_absolute, float fx, float fy, float cx, float cy, bool left_eye)
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{
cv::Vec6d headPose = LandmarkDetector::GetPose(clnf_model, fx, fy, cx, cy);
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cv::Vec3d eulerAngles(headPose(3), headPose(4), headPose(5));
cv::Matx33d rotMat = Utilities::Euler2RotationMatrix(eulerAngles);
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int part = -1;
for (size_t i = 0; i < clnf_model.hierarchical_models.size(); ++i)
{
if (left_eye && clnf_model.hierarchical_model_names[i].compare("left_eye_28") == 0)
{
part = i;
}
if (!left_eye && clnf_model.hierarchical_model_names[i].compare("right_eye_28") == 0)
{
part = i;
}
}
if (part == -1)
{
std::cout << "Couldn't find the eye model, something wrong" << std::endl;
}
cv::Mat eyeLdmks3d = clnf_model.hierarchical_models[part].GetShape(fx, fy, cx, cy);
cv::Point3f pupil = GetPupilPosition(eyeLdmks3d);
cv::Point3f rayDir = pupil / norm(pupil);
cv::Mat faceLdmks3d = clnf_model.GetShape(fx, fy, cx, cy);
faceLdmks3d = faceLdmks3d.t();
cv::Mat offset = (cv::Mat_<double>(3, 1) << 0, -3.5, 7.0);
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int eyeIdx = 1;
if (left_eye)
{
eyeIdx = 0;
}
cv::Mat eyeballCentreMat = (faceLdmks3d.row(36+eyeIdx*6) + faceLdmks3d.row(39+eyeIdx*6))/2.0f + (cv::Mat(rotMat)*offset).t();
cv::Point3f eyeballCentre = cv::Point3f(eyeballCentreMat);
cv::Point3f gazeVecAxis = RaySphereIntersect(cv::Point3f(0,0,0), rayDir, eyeballCentre, 12) - eyeballCentre;
gaze_absolute = gazeVecAxis / norm(gazeVecAxis);
}
cv::Vec2d GazeAnalysis::GetGazeAngle(cv::Point3f& gaze_vector_1, cv::Point3f& gaze_vector_2)
{
cv::Point3f gaze_vector = (gaze_vector_1 + gaze_vector_2) / 2;
double x_angle = atan2(gaze_vector.x, -gaze_vector.z);
double y_angle = atan2(gaze_vector.y, -gaze_vector.z);
return cv::Vec2d(x_angle, y_angle);
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}