aux/util: Add North Star "VIPD" and "polynomial 2D" distortion methods

This commit is contained in:
Moses Turner 2021-06-21 12:28:12 -05:00
parent 017997fba3
commit 93ec678110
2 changed files with 178 additions and 1 deletions

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@ -1,9 +1,10 @@
// Copyright 2019, Collabora, Ltd.
// Copyright 2019-2021, Collabora, Ltd.
// SPDX-License-Identifier: BSL-1.0
/*!
* @file
* @brief Code to generate disortion meshes.
* @author Jakob Bornecrantz <jakob@collabora.com>
* @author Moses Turner <moses@collabora.com>
* @ingroup aux_distortion
*/
@ -14,6 +15,7 @@
#include "util/u_distortion_mesh.h"
#include "math/m_vec2.h"
#include "math/m_api.h"
#include <stdio.h>
#include <assert.h>
@ -266,6 +268,125 @@ u_compute_distortion_cardboard(struct u_cardboard_distortion_values *values,
return true;
}
/*
*
* North Star "2D Polynomial" distortion
* Sometimes known as "v2", filename is often NorthStarCalibration.json
*
*/
static float
u_ns_polyval2d(float X, float Y, float C[16])
{
float X2 = X * X;
float X3 = X2 * X;
float Y2 = Y * Y;
float Y3 = Y2 * Y;
return (((C[0]) + (C[1] * Y) + (C[2] * Y2) + (C[3] * Y3)) +
((C[4] * X) + (C[5] * X * Y) + (C[6] * X * Y2) + (C[7] * X * Y3)) +
((C[8] * X2) + (C[9] * X2 * Y) + (C[10] * X2 * Y2) + (C[11] * X2 * Y3)) +
((C[12] * X3) + (C[13] * X3 * Y) + (C[14] * X3 * Y2) + (C[15] * X3 * Y3)));
}
bool
u_compute_distortion_ns_p2d(struct u_ns_p2d_values *values, int view, float u, float v, struct xrt_uv_triplet *result)
{
// I think that OpenCV and Monado have different definitions of v coordinates, but not sure. if not,
// unexplainable
v = 1.0 - v;
float x_ray = u_ns_polyval2d(u, v, view ? values->x_coefficients_left : values->x_coefficients_right);
float y_ray = u_ns_polyval2d(u, v, view ? values->y_coefficients_left : values->y_coefficients_right);
struct xrt_fov fov = values->fov[view];
float left_ray_bound = tan(fov.angle_left);
float right_ray_bound = tan(fov.angle_right);
float up_ray_bound = tan(fov.angle_up);
float down_ray_bound = tan(fov.angle_down);
float u_eye = math_map_ranges(x_ray, left_ray_bound, right_ray_bound, 0, 1);
float v_eye = math_map_ranges(y_ray, down_ray_bound, up_ray_bound, 0, 1);
// boilerplate, put the UV coordinates in all the RGB slots
result->r.x = u_eye;
result->r.y = v_eye;
result->g.x = u_eye;
result->g.y = v_eye;
result->b.x = u_eye;
result->b.y = v_eye;
return true;
}
/*
*
* Moses's "variable-IPD 2D" distortion
* If Moses goes away or stops using North Star for some reason, please remove this - as of june 2021 nobody else is
* using it.
*
*/
bool
u_compute_distortion_ns_vipd(struct u_ns_vipd_values *values, int view, float u, float v, struct xrt_uv_triplet *result)
{
int u_index_int = floorf(u * 64);
int v_index_int = floorf(v * 64);
float u_index_frac = (u * 64) - u_index_int;
float v_index_frac = (v * 64) - v_index_int;
float x_ray;
float y_ray;
if (u_index_frac > 0.0001) {
// Probably this codepath if grid size is not 65x65
// {top,bottom}-{left,right} notation might be inaccurate. The code *works* right now but don't take its
// word when reading
struct xrt_vec2 topleft = values->grid_for_use.grid[view][v_index_int][u_index_int];
struct xrt_vec2 topright = values->grid_for_use.grid[view][v_index_int][u_index_int + 1];
struct xrt_vec2 bottomleft = values->grid_for_use.grid[view][v_index_int + 1][u_index_int];
struct xrt_vec2 bottomright = values->grid_for_use.grid[view][v_index_int + 1][u_index_int + 1];
struct xrt_vec2 leftcorrect = {math_map_ranges(v_index_frac, 0, 1, topleft.x, bottomleft.x),
math_map_ranges(v_index_frac, 0, 1, topleft.y, bottomleft.y)};
struct xrt_vec2 rightcorrect = {math_map_ranges(v_index_frac, 0, 1, topright.x, bottomright.x),
math_map_ranges(v_index_frac, 0, 1, topright.y, bottomright.y)};
y_ray = math_map_ranges(u_index_frac, 0, 1, leftcorrect.x, rightcorrect.x);
x_ray = math_map_ranges(u_index_frac, 0, 1, leftcorrect.y, rightcorrect.y);
} else {
// probably this path if grid size is 65x65 like normal
x_ray = values->grid_for_use.grid[view][v_index_int][u_index_int].y;
y_ray = values->grid_for_use.grid[view][v_index_int][u_index_int].x;
}
struct xrt_fov fov = values->fov[view];
float left_ray_bound = tan(fov.angle_left);
float right_ray_bound = tan(fov.angle_right);
float up_ray_bound = tan(fov.angle_up);
float down_ray_bound = tan(fov.angle_down);
// printf("%f %f", fov.angle_down, fov.angle_up);
float u_eye = math_map_ranges(x_ray, left_ray_bound, right_ray_bound, 0, 1);
float v_eye = math_map_ranges(y_ray, down_ray_bound, up_ray_bound, 0, 1);
// boilerplate, put the UV coordinates in all the RGB slots
result->r.x = u_eye;
result->r.y = v_eye;
result->g.x = u_eye;
result->g.y = v_eye;
result->b.x = u_eye;
result->b.y = v_eye;
// printf("%f %f\n", values->grid_for_use.grid[view][v_index_int][u_index_int].y,
// values->grid_for_use.grid[view][v_index_int][u_index_int].x);
return true;
}
bool
u_compute_distortion_none(float u, float v, struct xrt_uv_triplet *result)
{
@ -279,6 +400,7 @@ u_compute_distortion_none(float u, float v, struct xrt_uv_triplet *result)
}
/*
*
* No distortion.

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@ -4,6 +4,7 @@
* @file
* @brief Code to generate disortion meshes.
* @author Jakob Bornecrantz <jakob@collabora.com>
* @author Moses Turner <moses@collabora.com>
* @ingroup aux_distortion
*/
@ -107,6 +108,60 @@ u_compute_distortion_cardboard(struct u_cardboard_distortion_values *values,
struct xrt_uv_triplet *result);
/*
*
* North Star 2D/Polynomial distortion.
*
*/
struct u_ns_p2d_values
{
float x_coefficients_left[16];
float x_coefficients_right[16];
float y_coefficients_left[16];
float y_coefficients_right[16];
struct xrt_fov fov[2]; // left, right
float ipd;
};
/*!
* Distortion correction implementation for North Star 2D/Polynomial.
*
* @ingroup aux_distortion
*/
bool
u_compute_distortion_ns_p2d(struct u_ns_p2d_values *values, int view, float u, float v, struct xrt_uv_triplet *result);
/*
*
* North Star 2D/"VIPD" distortion.
*
*/
struct u_ns_vipd_grid
{
struct xrt_vec2 grid[2][65][65];
};
struct u_ns_vipd_values
{
int number_of_ipds;
float *ipds;
struct u_ns_vipd_grid *grids;
struct u_ns_vipd_grid grid_for_use;
struct xrt_fov fov[2]; // left, right
float ipd;
};
/*!
* Distortion correction implementation for North Star 2D/"VIPD".
*
* @ingroup aux_distortion
*/
bool
u_compute_distortion_ns_vipd(
struct u_ns_vipd_values *values, int view, float u, float v, struct xrt_uv_triplet *result);
/*
*
* None distortion