之前看了光流法,可以用来目标检测和跟踪,甚至图像拼接,就计划实现一下。
主要实现金字塔光流法。光流法由三大严格假设:
1.亮度恒定不变。
2.小运动。
3.空间一致性。
以上三个假设决定了光流法的局限性,但是光流法在静态、小位移、光不强的情况下,有不俗的表现。此外,金字塔LK光流法也可以勉强容忍较大的位移。特征点多选用健壮的角点特征。
此方法仅作为验证金字塔光流法的用途,耗时很长。
此外,Mat::at<>(i,j) 方法实在是太耗费时间了,我懒得改了,如果想节省时间,能用指针,就别用函数。详情可以看这篇文章,其实光流法是十分快速的。
https://blog.csdn.net/wanggao_1990/article/details/53264754
at和ptr有很大差别,用ptr取出来的数永远都是整型,at取出来的是float类型,我怀疑是编写人员当时没注意这个问题。
#define MAX 1000000000
#include "opencv2/core.hpp"
#include "opencv2/imgproc.hpp"
#include "opencv2/highgui.hpp"
#include "opencv2/videoio.hpp"
#include <iostream>
#include <deque>
//#include <math.h>
using namespace cv;
using namespace std;
struct max_p
{
int max;
Point match[2];//0q 1h
max_p()
{
max = MAX;
match[0].x = 0;
match[0].y = 0;
match[1].x = 0;
match[1].y = 0;
}
};
vector<Point> Harris(const Mat &ori,int th)
{
Mat har = Mat::zeros(ori.size(), CV_32F);
vector<Point> result;
cornerHarris(ori, har, 2, 3, 0.05);
normalize(har, har, 0, 255, NORM_MINMAX, CV_8U, Mat());
convertScaleAbs(har,har);
for (int j = 0; j <har.rows; j++)
{
for (int i = 0; i < har.cols; i++)
{
if (har.at<uchar>(j, i) > th)
{
result.push_back(Point(i, j));
}
}
}
return result;
}
void track(const Mat& no_move, const Mat& move, vector<Point> &res, vector<Point> match_p,int quick=1)
{
if (no_move.size() != move.size())
return ;
int dx[5] = { -2,-1,0,1,2 };
int dy[5] = { -2,-1,0,1,2 };
for (int n = 0; n < res.size(); n++)
{
int min = MAX;
//match_p.push_back(Point(0, 0));
if (res[n].x <= 2 || res[n].y <= 2 || res[n].x >= move.cols - 2 || res[n].y >= move.rows - 2)
continue;
for (int j = match_p[n].y - move.rows*0.05; j < match_p[n].y + move.rows*0.05; j++)
{
for (int i = match_p[n].x - move.cols*0.05; i < match_p[n].x + move.cols*0.05; i++)
{
if (j <= 2 || i <= 2 || j >= move.rows - 2 || i >= move.cols - 2)
continue;
int ess = 0;
for (int k = 0; k < 5; k++)
{
for (int m = 0; m < 5; m++)
{
int temp_v = no_move.at<uchar>(res[n].y + dx[k], res[n].x + dy[m]) - move.at<uchar>(j + dx[k], i + dy[m]);
ess += temp_v * temp_v;
}
}
//ess = sqrt(ess);
if (ess < min)
{
min = ess;
match_p.pop_back();
match_p.push_back(Point(i, j));
}
else
{
i += quick;
}
}
}
}
}
vector<Point> match(const Mat& no_move,const Mat& move,vector<Point> &res,int quick=0)
{
vector<Point> match_p;
if (no_move.size() != move.size())
return match_p;
int dx[5] = {-2,-1,0,1,2};
int dy[5]= {-2,-1,0,1,2};
for (int n = 0; n < res.size(); n++)
{
int min = MAX;
match_p.push_back(Point(0, 0));
if (res[n].x <= 2 || res[n].y <= 2 || res[n].x >= move.cols - 2 || res[n].y >= move.rows - 2)
continue;
for (int j = 0; j < move.rows; j++)
{
for (int i = 0; i < move.cols; i++)
{
if (j <= 2 || i <= 2 || j >= move.rows - 2 || i >= move.cols - 2)
continue;
int ess = 0;
for (int k = 0; k < 5; k++)
{
for (int m = 0; m < 5; m++)
{
int temp_v = no_move.at<uchar>(res[n].y+ dx[k], res[n].x + dy[m]) - move.at<uchar>(j + dx[k], i + dy[m]);
ess += temp_v * temp_v;
}
}
//ess = sqrt(ess);
if (ess < min)
{
min = ess;
match_p.pop_back();
match_p.push_back(Point(i, j));
}
else
{
i += quick;
}
}
}
}
return match_p;
}
void draw_circle(Mat &a,vector<Point> &p)
{
for (int i = 0; i < p.size(); i++)
{
circle(a, p[i], 1, Scalar(0), 2, 8, 0);
}
}
void x2(vector<Point> &a)
{
for (int i = 0; i < a.size(); i++)
{
a[i].x *= 2;
a[i].y *= 2;
}
}
void draw_line(Mat &pic,vector<Point>&a, vector<Point>&b)
{
for (int i = 0; i < a.size(); i++)
{
line(pic, a[i], b[i], Scalar(125),2);
}
}
int main()
{
Mat img= imread("5.jpg", 0);
Mat img1;
Mat img2;
Mat img3;
resize(img, img1, img.size() / 2);
resize(img1, img2, img1.size() / 2);
resize(img2, img3, img2.size() / 2);
Mat move= imread("6.jpg", 0);
Mat move1;
Mat move2;
Mat move3;
resize(move, move1, move.size() / 2);
resize(move1, move2, move1.size() / 2);
resize(move2, move3, move2.size() / 2);
//int quick = 3;//加速项
vector<Point> a = Harris(move3,150);
vector<Point> b = match(move3, img3, a);
x2(a);
x2(b);
track(move2, img2, a, b);
x2(a);
x2(b);
track(move1, img1, a, b);
x2(a);
x2(b);
track(move, img, a, b);
draw_circle(move, a);
draw_circle(img, b);
draw_line(img, a, b);
imshow("move2", move);
imshow("img2", img);
waitKey();
}