Windows下运行LSD-SLAM

转载请注明出处:https://blog.csdn.net/huaweijian0324/article/details/80547782

最近学校的项目基本做完了,也快去实习了,所以抽个时间把之前做的windows下的LSD-SLAM整理一下。

LSD-SLAM是一个大规模的单目视觉半稠密slam项目,具体我就不多介绍了,个人感觉是一个很秀的算法,

想要详细了解这个算法的,请参阅这位大神lancelot_vim的博客:

lsd-slam源码解读第一篇:Sophus/sophus_lancelot_vim的博客-CSDN博客

LSD-SLAM本身是直接在ROS下运行的,不过ROS只是起到了一个输入输出的作用,

其算法最核心的代码已有国外某大神帮我们写好(不带点云显示):

https://github.com/williammc/lsd_slam

网络不好的可以直接在这下载:

LSDSLAM源码(windows版本非ROS版本)_lsdslam算法代码详解-C++代码类资源-CSDN下载

首先就是在windows下配置LSD-SLAM的环境,关于这点,我最开始做的时候也是一脸迷茫,

在windows下配置其环境是件比较繁琐的事情,因为需要用到很多很多库,

在这里要特别感谢这位兄弟YOY_,按照他的博客一步一步配置:

Windows 下配置lsd_slam环境_YOYCod的博客-CSDN博客

中间应该会出现编译错误,关于这点我搞了好久才明白,原来是G2O库文件的版本不对,导致用法出现了变化,

应该用老版本G2O库文件,可以在这里下载:

g2o库文件源码(老版本库文件)_查看g2o版本-C++代码类资源-CSDN下载

到这里程序应该能正常运行了,只是此时只能出现原始的图像和深度图,

想要看到三维点云的话需要自己画出来,具体画的话可以参考ROS下的LSD-SLAM源码,

特别需要注意的是,

在refreshPC()函数里,一定要加上glewInit(),不然会出现运行时异常,这点当时坑了我很久。

这里附上关键代码:

#include "KeyFrameDisplay.h"
#include <stdio.h>
#include "lsd_slam\util\settings.h"
#include "opencv2/opencv.hpp"

KeyFrameDisplay::KeyFrameDisplay()
{
	originalInput = 0;
	id = 0;
	vertexBufferIdValid = false;
	glBuffersValid = false;
	camToWorld = Sophus::Sim3f();
	width = height = 0;
	my_scaledTH = my_absTH = 0;
	totalPoints = displayedPoints = 0;	
}


KeyFrameDisplay::~KeyFrameDisplay()
{
	if (vertexBufferIdValid)
	{
		glDeleteBuffers(1, &vertexBufferId);
		vertexBufferIdValid = false;
	}
	if (originalInput != 0)
		delete[] originalInput;
}


void KeyFrameDisplay::setFrom(lsd_slam::KeyFrameMessage* msg)
{
	// copy over campose.
	memcpy(camToWorld.data(), msg->camToWorld.data(), 7 * sizeof(float));

	fx = msg->fx;
	fy = msg->fy;
	cx = msg->cx;
	cy = msg->cy;

	fxi = 1 / fx;
	fyi = 1 / fy;
	cxi = -cx / fx;
	cyi = -cy / fy;

	width = msg->width;
	height = msg->height;
	id = msg->id;
	time = msg->time;

	if (originalInput != 0)
		delete[] originalInput;
	originalInput = 0;

	if (msg->pointcloud.size() != width*height*sizeof(InputPointDense))
	{
		if (msg->pointcloud.size() != 0)
		{
			printf("WARNING: PC with points, but number of points not right! (is %zu, should be %u*%dx%d=%u)\n",
				msg->pointcloud.size(), sizeof(InputPointDense), width, height, width*height*sizeof(InputPointDense));
		}
	}
	else
	{
		originalInput = new InputPointDense[width*height];

		memcpy(originalInput, msg->pointcloud.data(), width*height*sizeof(InputPointDense));
	}

	glBuffersValid = false;

}

void KeyFrameDisplay::refreshPC()
{
	bool paramsStillGood = my_scaledTH == scaledDepthVarTH &&
	my_absTH == absDepthVarTH &&
	my_scale*1.2 > camToWorld.scale() &&
	my_scale < camToWorld.scale()*1.2 &&
	my_minNearSupport == minNearSupport &&
	my_sparsifyFactor == sparsifyFactor;

	if (glBuffersValid && (paramsStillGood || numRefreshedAlready > 10)) return;
	numRefreshedAlready++;
	glBuffersValid = true;
	// delete old vertex buffer
	if (vertexBufferIdValid)
	{
		glDeleteBuffers(1, &vertexBufferId);
		vertexBufferIdValid = false;
	}

	// if there are no vertices, done!
	if (originalInput == 0)
	return;

	// make data
	MyVertex* tmpBuffer = new MyVertex[width*height];

	my_scaledTH = scaledDepthVarTH;
	my_absTH = absDepthVarTH;
	my_scale = camToWorld.scale();
	my_minNearSupport = minNearSupport;
	my_sparsifyFactor = sparsifyFactor;
	// data is directly in ros message, in correct format.
	vertexBufferNumPoints = 0;

	int total = 0, displayed = 0;
	for (int y = 1; y < height - 1; y++)
		for (int x = 1; x < width - 1; x++)
		{
			if (originalInput[x + y*width].idepth <= 0) continue;
			total++;

			if (my_sparsifyFactor > 1 && rand() % my_sparsifyFactor != 0) continue;

			float depth = 1 / originalInput[x + y*width].idepth;
			//float depth = -(1 / originalInput[x + y*width].idepth);

			float depth4 = depth*depth; depth4 *= depth4;


			if (originalInput[x + y*width].idepth_var * depth4 > my_scaledTH)
				continue;

			if (originalInput[x + y*width].idepth_var * depth4 * my_scale*my_scale > my_absTH)
				continue;

			if (my_minNearSupport > 1)
			{
				int nearSupport = 0;
				for (int dx = -1; dx < 2; dx++)
					for (int dy = -1; dy < 2; dy++)
					{
						int idx = x + dx + (y + dy)*width;
						if (originalInput[idx].idepth > 0)
						{
							float diff = originalInput[idx].idepth - 1.0f / depth;
							if (diff*diff < 2 * originalInput[x + y*width].idepth_var)
								nearSupport++;
						}
					}

				if (nearSupport < my_minNearSupport)
					continue;
			}

			tmpBuffer[vertexBufferNumPoints].point[0] = (x*fxi + cxi) * depth;
			tmpBuffer[vertexBufferNumPoints].point[1] = (y*fyi + cyi) * depth;
			tmpBuffer[vertexBufferNumPoints].point[2] = depth;

			tmpBuffer[vertexBufferNumPoints].color[3] = 100;
			tmpBuffer[vertexBufferNumPoints].color[2] = originalInput[x + y*width].color[0];
			tmpBuffer[vertexBufferNumPoints].color[1] = originalInput[x + y*width].color[1];
			tmpBuffer[vertexBufferNumPoints].color[0] = originalInput[x + y*width].color[2];


			vertexBufferNumPoints++;
			displayed++;
		}
	totalPoints = total;
	displayedPoints = displayed;

	//不加glewInit()会出现运行时异常
	glewInit();
	vertexBufferId = 0;
	glGenBuffers(1, &vertexBufferId);
	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);         // for vertex coordinates
	//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBufferId);         // for vertex coordinates
	glBufferData(GL_ARRAY_BUFFER, sizeof(MyVertex) * vertexBufferNumPoints, tmpBuffer, GL_STATIC_DRAW);

	vertexBufferIdValid = true;

	if (!keepInMemory)
	{
		delete[] originalInput;
		originalInput = 0;
	}
	delete[] tmpBuffer;

}

void KeyFrameDisplay::drawCam(float lineWidth, float* color)
{

	if(width == 0)
		return;

	glPushMatrix();
		Sophus::Matrix4f m = camToWorld.matrix();
		glMultMatrixf((GLfloat*)m.data());

		if(color == 0)
			glColor3f(1,0,0);
		else
			glColor3f(color[0],color[1],color[2]);
		glLineWidth(lineWidth);
		glBegin(GL_LINES);
		glVertex3f(0,0,0);
		glVertex3f(0.05*(0-cx)/fx,0.05*(0-cy)/fy,0.05);
		glVertex3f(0,0,0);
		glVertex3f(0.05*(0-cx)/fx,0.05*(height-1-cy)/fy,0.05);
		glVertex3f(0,0,0);
		glVertex3f(0.05*(width-1-cx)/fx,0.05*(height-1-cy)/fy,0.05);
		glVertex3f(0,0,0);
		glVertex3f(0.05*(width-1-cx)/fx,0.05*(0-cy)/fy,0.05);

		glVertex3f(0.05*(width-1-cx)/fx,0.05*(0-cy)/fy,0.05);
		glVertex3f(0.05*(width-1-cx)/fx,0.05*(height-1-cy)/fy,0.05);

		glVertex3f(0.05*(width-1-cx)/fx,0.05*(height-1-cy)/fy,0.05);
		glVertex3f(0.05*(0-cx)/fx,0.05*(height-1-cy)/fy,0.05);

		glVertex3f(0.05*(0-cx)/fx,0.05*(height-1-cy)/fy,0.05);
		glVertex3f(0.05*(0-cx)/fx,0.05*(0-cy)/fy,0.05);

		glVertex3f(0.05*(0-cx)/fx,0.05*(0-cy)/fy,0.05);
		glVertex3f(0.05*(width-1-cx)/fx,0.05*(0-cy)/fy,0.05);

		glEnd();
	glPopMatrix();

}

int KeyFrameDisplay::flushPC(std::ofstream* f)
{

	MyVertex* tmpBuffer = new MyVertex[width*height];
	int num = 0;
	for(int y=1;y<height-1;y++)
		for(int x=1;x<width-1;x++)
		{
			if(originalInput[x+y*width].idepth <= 0) continue;

			if(my_sparsifyFactor > 1 && rand()%my_sparsifyFactor != 0) continue;

			float depth = 1 / originalInput[x+y*width].idepth;
			float depth4 = depth*depth; depth4*= depth4;

			if(originalInput[x+y*width].idepth_var * depth4 > my_scaledTH)
				continue;

			if(originalInput[x+y*width].idepth_var * depth4 * my_scale*my_scale > my_absTH)
				continue;

			if(my_minNearSupport > 1)
			{
				int nearSupport = 0;
				for(int dx=-1;dx<2;dx++)
					for(int dy=-1;dy<2;dy++)
					{
						int idx = x+dx+(y+dy)*width;
						if(originalInput[idx].idepth > 0)
						{
							float diff = originalInput[idx].idepth - 1.0f / depth;
							if(diff*diff < 2*originalInput[x+y*width].idepth_var)
								nearSupport++;
						}
					}

				if(nearSupport < my_minNearSupport)
					continue;
			}
			Sophus::Vector3f pt = camToWorld * (Sophus::Vector3f((x*fxi + cxi), (y*fyi + cyi), 1) * depth);
			tmpBuffer[num].point[0] = pt[0];
			tmpBuffer[num].point[1] = pt[1];
			tmpBuffer[num].point[2] = pt[2];

			tmpBuffer[num].color[3] = 100;
			tmpBuffer[num].color[2] = originalInput[x+y*width].color[0];
			tmpBuffer[num].color[1] = originalInput[x+y*width].color[1];
			tmpBuffer[num].color[0] = originalInput[x+y*width].color[2];

			num++;
		}

	for(int i=0;i<num;i++)
	{
		f->write((const char *)tmpBuffer[i].point,3*sizeof(float));
		float color = tmpBuffer[i].color[0] / 255.0;
		f->write((const char *)&color,sizeof(float));
	}
	//	*f << tmpBuffer[i].point[0] << " " << tmpBuffer[i].point[1] << " " << tmpBuffer[i].point[2] << " " << (tmpBuffer[i].color[0] / 255.0) << "\n";

	delete tmpBuffer;

	printf("Done flushing frame %d (%d points)!\n", this->id, num);
	return num;

}

void KeyFrameDisplay::drawPC(float pointSize, float alpha)
{

	refreshPC();

	if(!vertexBufferIdValid)
	{
		return;
	}

	GLfloat LightColor[] = {1, 1, 1, 1};
	if(alpha < 1)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		LightColor[0] = LightColor[1] = 0;
		glEnable(GL_LIGHTING);
		glDisable(GL_LIGHT1);

		glLightfv (GL_LIGHT0, GL_AMBIENT, LightColor);
	}
	else
	{
		glDisable(GL_LIGHTING);
	}

	glPushMatrix();

		Sophus::Matrix4f m = camToWorld.matrix();
		glMultMatrixf((GLfloat*)m.data());

		glPointSize(pointSize);

		glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);

		glVertexPointer(3, GL_FLOAT, sizeof(MyVertex), 0);
		glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MyVertex), (const void*) (3*sizeof(float)));

		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);

		glDrawArrays(GL_POINTS, 0, vertexBufferNumPoints);

		glDisableClientState(GL_COLOR_ARRAY);
		glDisableClientState(GL_VERTEX_ARRAY);

	glPopMatrix();

	if(alpha < 1)
	{
		glDisable(GL_BLEND);
		glDisable(GL_LIGHTING);
		LightColor[2] = LightColor[1] = LightColor[0] = 1;
		glLightfv (GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE, LightColor);
	}

}

然后再插上一个单目摄像头,就可以愉快地运行了,我用的摄像头是罗技C270型号。

下面附上一张在VS2013下运行的效果图:

还是很炫的吧~

后来就是想着怎么把原始点云数据转化为RGB点云数据,因为如果能生成RGB点云的话岂不是更炫?

然后我参考国外某大神的一个帖子,主要思路就是重载一个Frame的构造函数,把rgb数据传进来,

附上关键代码:

Frame::Frame(int id, int width, int height, const Eigen::Matrix3f& K, double timestamp, const unsigned char* image, const unsigned char* rgbImage)
{
	initialize(id, width, height, K, timestamp);

	data.image[0] = FrameMemory::getInstance().getFloatBuffer(data.width[0] * data.height[0]);
	data.imageRGB[0] = FrameMemory::getInstance().getFloatBuffer(data.width[0] * data.height[0] * 3);

	float* maxPt = data.image[0] + data.width[0] * data.height[0];
	float* maxPtRGB = data.imageRGB[0] + data.width[0] * data.height[0] * 3;

	for (float* pt = data.image[0]; pt < maxPt; pt++)
	{
		*pt = *image;
		image++;
	}
	for (float* pt = data.imageRGB[0]; pt < maxPtRGB; pt++)
	{
		*pt = *rgbImage;
		rgbImage++;
	}

	data.imageValid[0] = true;

	privateFrameAllocCount++;

	if (enablePrintDebugInfo && printMemoryDebugInfo)
		printf("ALLOCATED frame %d, now there are %d\n", this->id(), privateFrameAllocCount);

}

特别注意:

一定要在frame析构函数里把添加的rbg数据给删除掉,不然会出现很严重的内存泄露问题。

下面附上一张改进后的rgb点云效果图:

是不是看起来又更炫了一点呢?

点云数据是可以保存为.ply文件到本地的,可以用Mashlab直接打开,

附上很久之前保存的一个.ply文件的效果图(椅子上挂的是件睡衣):

还是很有立体感的吧,Y(^_^)Y~

好了,就先写到这吧,有什么不对的地方还请大家多多指教~

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