主调函数:
Mat color;
MotionToColor(flow,color);//flow 中为Mat类型的UV值
imshow("1",color);
waitKey(0);
结果如图所示
#define UNKNOWN_FLOW_THRESH 1e9
void MakeColorWheel(vector &colorwheel)
{
int RY = 15;
int YG = 6;
int GC = 4;
int CB = 11;
int BM = 13;
int MR = 6;
int i;
for (i = 0; i < RY; i++) colorwheel.push_back(Scalar(255, 255*i/RY, 0));
for (i = 0; i < YG; i++) colorwheel.push_back(Scalar(255-255*i/YG, 255, 0));
for (i = 0; i < GC; i++) colorwheel.push_back(Scalar(0, 255, 255*i/GC));
for (i = 0; i < CB; i++) colorwheel.push_back(Scalar(0, 255-255*i/CB, 255));
for (i = 0; i < BM; i++) colorwheel.push_back(Scalar(255*i/BM, 0, 255));
for (i = 0; i < MR; i++) colorwheel.push_back(Scalar(255, 0, 255-255*i/MR));
}
void MotionToColor(Mat flow, Mat &color)
{
if (color.empty())
color.create(flow.rows, flow.cols, CV_8UC3);
static vector colorwheel; //Scalar r,g,b
if (colorwheel.empty())
MakeColorWheel(colorwheel);
// determine motion range:
float maxrad = -1;
// Find max flow to normalize fx and fy
for (int i= 0; i < flow.rows; ++i)
{
for (int j = 0; j < flow.cols; ++j)
{
Vec2f flow_at_point = flow.at(i, j);
float fx = flow_at_point[0];
float fy = flow_at_point[1];
if ((fabs(fx) > UNKNOWN_FLOW_THRESH) || (fabs(fy) > UNKNOWN_FLOW_THRESH))
continue;
float rad = sqrt(fx * fx + fy * fy);
maxrad = maxrad > rad ? maxrad : rad;
}
}
for (int i= 0; i < flow.rows; ++i)
{
for (int j = 0; j < flow.cols; ++j)
{
uchar *data = color.data + color.step[0] * i + color.step[1] * j;
Vec2f flow_at_point = flow.at(i, j);
float fx = flow_at_point[0] / maxrad;
float fy = flow_at_point[1] / maxrad;
if ((fabs(fx) > UNKNOWN_FLOW_THRESH) || (fabs(fy) > UNKNOWN_FLOW_THRESH))
{
data[0] = data[1] = data[2] = 0;
continue;
}
float rad = sqrt(fx * fx + fy * fy);
float angle = atan2(-fy, -fx) / CV_PI;
float fk = (angle + 1.0) / 2.0 * (colorwheel.size()-1);
int k0 = (int)fk;
int k1 = (k0 + 1) % colorwheel.size();
float f = fk - k0;
//f = 0; // uncomment to see original color wheel
for (int b = 0; b < 3; b++)
{
float col0 = colorwheel[k0][b] / 255.0;
float col1 = colorwheel[k1][b] / 255.0;
float col = (1 - f) * col0 + f * col1;
if (rad <= 1)
col = 1 - rad * (1 - col); // increase saturation with radius
else
col *= .75; // out of range
data[2 - b] = (int)(255.0 * col);
}
}
}
}