基于OpenCV的增强现实--初级demo

相关包安装

1.pygame的安装

打开命令行cmd输入下面的指令即可安装:

pip install pygame
2.pyOpenGL的安装

如果直接用pip安装的话可能后面运行demo时会报错,网上说OpenGL装的是默认32位版本,而电脑是64位的,所以就会报错。(我也没去尝试,不知道对不对。)这边我们直接在官网那边下载OpenGL的包,下载地址:https://www.lfd.uci.edu/~gohlke/pythonlibs/#pyopengl
。记得下载对于python 版本的包。再进入命令行安装。输入如下指令(针对我下载的版本):

pip install PyOpenGL-3.1.3b2-cp36-cp36m-win_amd64.whl

然后等待安装成功,我们需要的包就算安装好了。到这边我们还不算成功,在后面的运行中可能会报错(反正我这边是报了)freeglut ERROR: Function called without first calling ‘glutInit’.。这个错误是freeglut和glut共存的缘故,它们俩定义了相同的方法,这个是动态链接库的重叠问题。解决方法:进入到C:\Users\DELL\Anaconda3\Lib\site-packages\OpenGL\DLLS这个文件夹(可能有的人不是Anaconda3,但就是Anaconda目录下OpenGL包的位置。)里面有9个文件,我们删掉只剩
glut64.vc14.dll(VC14对应版本,可能会不同)就可以了,如下图:
在这里插入图片描述

运行结果

在课本上呈现茶壶。

在这里插入图片描述

附代码:

画茶壶demo

import math
import pickle
from pylab import *
from OpenGL.GL import * 
from OpenGL.GLU import * 
from OpenGL.GLUT import * 
import pygame, pygame.image 
from pygame.locals import *
from PCV.geometry import homography, camera
from PCV.localdescriptors import sift

def cube_points(c, wid):
    """ Creates a list of points for plotting
        a cube with plot. (the first 5 points are
        the bottom square, some sides repeated). """
    p = []
    # bottom
    p.append([c[0]-wid, c[1]-wid, c[2]-wid])
    p.append([c[0]-wid, c[1]+wid, c[2]-wid])
    p.append([c[0]+wid, c[1]+wid, c[2]-wid])
    p.append([c[0]+wid, c[1]-wid, c[2]-wid])
    p.append([c[0]-wid, c[1]-wid, c[2]-wid]) #same as first to close plot
    
    # top
    p.append([c[0]-wid, c[1]-wid, c[2]+wid])
    p.append([c[0]-wid, c[1]+wid, c[2]+wid])
    p.append([c[0]+wid, c[1]+wid, c[2]+wid])
    p.append([c[0]+wid, c[1]-wid, c[2]+wid])
    p.append([c[0]-wid, c[1]-wid, c[2]+wid]) #same as first to close plot
    
    # vertical sides
    p.append([c[0]-wid, c[1]-wid, c[2]+wid])
    p.append([c[0]-wid, c[1]+wid, c[2]+wid])
    p.append([c[0]-wid, c[1]+wid, c[2]-wid])
    p.append([c[0]+wid, c[1]+wid, c[2]-wid])
    p.append([c[0]+wid, c[1]+wid, c[2]+wid])
    p.append([c[0]+wid, c[1]-wid, c[2]+wid])
    p.append([c[0]+wid, c[1]-wid, c[2]-wid])
    
    return array(p).T
    
def my_calibration(sz):
    row, col = sz
    fx = 2555*col/2592
    fy = 2586*row/1936
    K = diag([fx, fy, 1])
    K[0, 2] = 0.5*col
    K[1, 2] = 0.5*row
    return K

def set_projection_from_camera(K): 
	glMatrixMode(GL_PROJECTION) 
	glLoadIdentity()
	fx = K[0,0] 
	fy = K[1,1] 
	fovy = 2*math.atan(0.5*height/fy)*180/math.pi 
	aspect = (width*fy)/(height*fx)
	near = 0.1 
	far = 100.0
	gluPerspective(fovy,aspect,near,far) 
	glViewport(0,0,width,height)

def set_modelview_from_camera(Rt): 
	glMatrixMode(GL_MODELVIEW) 
	glLoadIdentity()
	Rx = np.array([[1,0,0],[0,0,-1],[0,1,0]])
	R = Rt[:,:3] 
	U,S,V = np.linalg.svd(R) 
	R = np.dot(U,V) 
	R[0,:] = -R[0,:]
	t = Rt[:,3]
	M = np.eye(4) 
	M[:3,:3] = np.dot(R,Rx) 
	M[:3,3] = t
	M = M.T
	m = M.flatten()
	glLoadMatrixf(m)

def draw_background(imname):
	bg_image = pygame.image.load(imname).convert() 
	bg_data = pygame.image.tostring(bg_image,"RGBX",1)
	glMatrixMode(GL_MODELVIEW) 
	glLoadIdentity()

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
	glEnable(GL_TEXTURE_2D) 
	glBindTexture(GL_TEXTURE_2D,glGenTextures(1)) 
	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,bg_data) 
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST) 
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
	glBegin(GL_QUADS) 
	glTexCoord2f(0.0,0.0); glVertex3f(-1.0,-1.0,-1.0) 
	glTexCoord2f(1.0,0.0); glVertex3f( 1.0,-1.0,-1.0) 
	glTexCoord2f(1.0,1.0); glVertex3f( 1.0, 1.0,-1.0) 
	glTexCoord2f(0.0,1.0); glVertex3f(-1.0, 1.0,-1.0) 
	glEnd()
	glDeleteTextures(1)


def draw_teapot(size):
	glEnable(GL_LIGHTING) 
	glEnable(GL_LIGHT0) 
	glEnable(GL_DEPTH_TEST) 
	glClear(GL_DEPTH_BUFFER_BIT)
	glMaterialfv(GL_FRONT,GL_AMBIENT,[0,0,0,0]) 
	glMaterialfv(GL_FRONT,GL_DIFFUSE,[0.5,0.0,0.0,0.0]) 
	glMaterialfv(GL_FRONT,GL_SPECULAR,[0.7,0.6,0.6,0.0]) 
	glMaterialf(GL_FRONT,GL_SHININESS,0.25*128.0) 
	glutSolidTeapot(size)

width,height = 1000,747
def setup():
	pygame.init() 
	pygame.display.set_mode((width,height),OPENGL | DOUBLEBUF) 
	pygame.display.set_caption("OpenGL AR demo")    

# compute features
sift.process_image('book_frontal.JPG', 'im0.sift')
l0, d0 = sift.read_features_from_file('im0.sift')

sift.process_image('book_perspective.JPG', 'im1.sift')
l1, d1 = sift.read_features_from_file('im1.sift')

# match features and estimate homography
matches = sift.match_twosided(d0, d1)
ndx = matches.nonzero()[0]
fp = homography.make_homog(l0[ndx, :2].T)
ndx2 = [int(matches[i]) for i in ndx]
tp = homography.make_homog(l1[ndx2, :2].T)

model = homography.RansacModel()
H, inliers = homography.H_from_ransac(fp, tp, model)

K = my_calibration((747, 1000))
cam1 = camera.Camera(hstack((K, dot(K, array([[0], [0], [-1]])))))
box = cube_points([0, 0, 0.1], 0.1)
box_cam1 = cam1.project(homography.make_homog(box[:, :5]))
box_trans = homography.normalize(dot(H,box_cam1))
cam2 = camera.Camera(dot(H, cam1.P))
A = dot(linalg.inv(K), cam2.P[:, :3])
A = array([A[:, 0], A[:, 1], cross(A[:, 0], A[:, 1])]).T
cam2.P[:, :3] = dot(K, A)

Rt=dot(linalg.inv(K),cam2.P)
 
setup() 
draw_background("book_perspective.bmp") 
set_projection_from_camera(K) 
set_modelview_from_camera(Rt)
draw_teapot(0.05)

pygame.display.flip()
while True: 
	for event in pygame.event.get():
		if event.type==pygame.QUIT:
			sys.exit()

其他demo展示:

在这里插入图片描述
其代码:

from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from numpy import *
import sys

global W, H, R
(W, H, R) = (500, 500, 10.0)


def init():
    glClearColor(1.0, 1.0, 1.0, 1.0)


def drawfunc():
    glClear(GL_COLOR_BUFFER_BIT)
    glColor3f(0.0, 0.0, 0.0)
    glBegin(GL_POINTS)
    for x in arange(-R, R, 0.04):
        print '%.1f%%r' % ((R + x) / (R + R) * 100),
        for y in arange(-R, R, 0.04):
            r = cos(x) + sin(y)
            glColor3f(cos(y * r), cos(x * y * r), sin(x * r))
            glVertex2f(x, y)
    print '100%!!'
    glEnd()
    glFlush()


def reshape(w, h):
    if h <= 0: h = 1;
    glViewport(0, 0, w, h)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    if w <= h:
        gluOrtho2D(-R, R, -R * h / w, R * h / w)
    else:
        gluOrtho2D(-R * w / h, R * w / h, -R, R)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()


def keyboard(key, x, y):
    if key == chr(27) or key == "q":  # Esc is 27
        sys.exit()

def main():
    glutInit(sys.argv)
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
    glutInitWindowPosition(20, 20)
    glutInitWindowSize(W, H)
    glutCreateWindow("Artist Drawer")
    glutReshapeFunc(reshape)
    glutDisplayFunc(drawfunc)
    glutKeyboardFunc(keyboard)
    init()
    glutMainLoop()

main()

总结

利用pygame和pyopengl两个包可以实现很多有趣的东西,感兴趣的同学可以多加实践跑看看代码。对于增强现实,这只是初级demo,还需我们进一步的探索。
附参考博客:
用PyOpenGL叩开3D的心扉——OpenGL全解析(5):https://eyehere.net/2013/learn-opengl-3d-by-pyopengl-5/

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