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Camera Footprint Calculator
"""
***************************************************************************
camera_calculator.py
---------------------
Date : August 2019
Copyright : (C) 2019 by Luigi Pirelli
Email : luipir at gmail dot com
***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************
"""
__author__ = 'Luigi Pirelli'
__date__ = 'August 2019'
__copyright__ = '(C) 2019, Luigi Pirelli'
import math
import numpy as np
# pip install vector3d
from vector3d.vector import Vector
class CameraCalculator:
"""Porting of CameraCalculator.java
This code is a 1to1 python porting of the java code:
https://github.com/zelenmi6/thesis/blob/master/src/geometry/CameraCalculator.java
referred in:
https://stackoverflow.com/questions/38099915/calculating-coordinates-of-an-oblique-aerial-image
The only part not ported are that explicetly abandoned or not used at all by the main
call to getBoundingPolygon method.
by: milan zelenka
https://github.com/zelenmi6
https://stackoverflow.com/users/6528363/milan-zelenka
example:
c=CameraCalculator()
bbox=c.getBoundingPolygon(
math.radians(62),
math.radians(84),
117.1,
math.radians(0),
math.radians(33.6),
math.radians(39.1))
for i, p in enumerate(bbox):
print("point:", i, '-', p.x, p.y, p.z)
"""
def __init__(self):
pass
def __del__(delf):
pass
@staticmethod
def getBoundingPolygon(FOVh, FOVv, altitude, roll, pitch, heading):
'''Get corners of the polygon captured by the camera on the ground.
The calculations are performed in the axes origin (0, 0, altitude)
and the points are not yet translated to camera's X-Y coordinates.
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
altitude (float): Altitude of the camera in meters
heading (float): Heading of the camera (z axis) in radians
roll (float): Roll of the camera (x axis) in radians
pitch (float): Pitch of the camera (y axis) in radians
Returns:
vector3d.vector.Vector: Array with 4 points defining a polygon
'''
# import ipdb; ipdb.set_trace()
ray11 = CameraCalculator.ray1(FOVh, FOVv)
ray22 = CameraCalculator.ray2(FOVh, FOVv)
ray33 = CameraCalculator.ray3(FOVh, FOVv)
ray44 = CameraCalculator.ray4(FOVh, FOVv)
rotatedVectors = CameraCalculator.rotateRays(
ray11, ray22, ray33, ray44, roll, pitch, heading)
origin = Vector(0, 0, altitude)
intersections = CameraCalculator.getRayGroundIntersections(rotatedVectors, origin)
return intersections
# Ray-vectors defining the the camera's field of view. FOVh and FOVv are interchangeable
# depending on the camera's orientation
@staticmethod
def ray1(FOVh, FOVv):
'''
tasto
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
pass
ray = Vector(math.tan(FOVv/2), math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def ray2(FOVh, FOVv):
'''
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
ray = Vector(math.tan(FOVv/2), -math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def ray3(FOVh, FOVv):
'''
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
ray = Vector(-math.tan(FOVv/2), -math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def ray4(FOVh, FOVv):
'''
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
ray = Vector(-math.tan(FOVv/2), math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def rotateRays(ray1, ray2, ray3, ray4, roll, pitch, yaw):
"""Rotates the four ray-vectors around all 3 axes
Parameters:
ray1 (vector3d.vector.Vector): First ray-vector
ray2 (vector3d.vector.Vector): Second ray-vector
ray3 (vector3d.vector.Vector): Third ray-vector
ray4 (vector3d.vector.Vector): Fourth ray-vector
roll float: Roll rotation
pitch float: Pitch rotation
yaw float: Yaw rotation
Returns:
Returns new rotated ray-vectors
"""
sinAlpha = math.sin(yaw)
sinBeta = math.sin(pitch)
sinGamma = math.sin(roll)
cosAlpha = math.cos(yaw)
cosBeta = math.cos(pitch)
cosGamma = math.cos(roll)
m00 = cosAlpha * cosBeta
m01 = cosAlpha * sinBeta * sinGamma - sinAlpha * cosGamma
m02 = cosAlpha * sinBeta * cosGamma + sinAlpha * sinGamma
m10 = sinAlpha * cosBeta
m11 = sinAlpha * sinBeta * sinGamma + cosAlpha * cosGamma
m12 = sinAlpha * sinBeta * cosGamma - cosAlpha * sinGamma
m20 = -sinBeta
m21 = cosBeta * sinGamma
m22 = cosBeta * cosGamma
# Matrix rotationMatrix = new Matrix(new double[][]{{m00, m01, m02}, {m10, m11, m12}, {m20, m21, m22}})
rotationMatrix = np.array([[m00, m01, m02], [m10, m11, m12], [m20, m21, m22]])
# Matrix ray1Matrix = new Matrix(new double[][]{{ray1.x}, {ray1.y}, {ray1.z}})
# Matrix ray2Matrix = new Matrix(new double[][]{{ray2.x}, {ray2.y}, {ray2.z}})
# Matrix ray3Matrix = new Matrix(new double[][]{{ray3.x}, {ray3.y}, {ray3.z}})
# Matrix ray4Matrix = new Matrix(new double[][]{{ray4.x}, {ray4.y}, {ray4.z}})
ray1Matrix = np.array([[ray1.x], [ray1.y], [ray1.z]])
ray2Matrix = np.array([[ray2.x], [ray2.y], [ray2.z]])
ray3Matrix = np.array([[ray3.x], [ray3.y], [ray3.z]])
ray4Matrix = np.array([[ray4.x], [ray4.y], [ray4.z]])
res1 = rotationMatrix.dot(ray1Matrix)
res2 = rotationMatrix.dot(ray2Matrix)
res3 = rotationMatrix.dot(ray3Matrix)
res4 = rotationMatrix.dot(ray4Matrix)
rotatedRay1 = Vector(res1[0, 0], res1[1, 0], res1[2, 0])
rotatedRay2 = Vector(res2[0, 0], res2[1, 0], res2[2, 0])
rotatedRay3 = Vector(res3[0, 0], res3[1, 0], res3[2, 0])
rotatedRay4 = Vector(res4[0, 0], res4[1, 0], res4[2, 0])
rayArray = [rotatedRay1, rotatedRay2, rotatedRay3, rotatedRay4]
return rayArray
@staticmethod
def getRayGroundIntersections(rays, origin):
"""
Finds the intersections of the camera's ray-vectors
and the ground approximated by a horizontal plane
Parameters:
rays (vector3d.vector.Vector[]): Array of 4 ray-vectors
origin (vector3d.vector.Vector): Position of the camera. The computation were developed
assuming the camera was at the axes origin (0, 0, altitude) and the
results translated by the camera's real position afterwards.
Returns:
vector3d.vector.Vector
"""
# Vector3d [] intersections = new Vector3d[rays.length];
# for (int i = 0; i < rays.length; i ++) {
# intersections[i] = CameraCalculator.findRayGroundIntersection(rays[i], origin);
# }
# return intersections
# 1to1 translation without python syntax optimisation
intersections = []
for i in range(len(rays)):
intersections.append( CameraCalculator.findRayGroundIntersection(rays[i], origin) )
return intersections
@staticmethod
def findRayGroundIntersection(ray, origin):
"""
Finds a ray-vector's intersection with the ground approximated by a planeç
Parameters:
ray (vector3d.vector.Vector): Ray-vector
origin (vector3d.vector.Vector): Camera's position
Returns:
vector3d.vector.Vector
"""
# Parametric form of an equation
# P = origin + vector * t
x = Vector(origin.x,ray.x)
y = Vector(origin.y,ray.y)
z = Vector(origin.z,ray.z)
# Equation of the horizontal plane (ground)
# -z = 0
# Calculate t by substituting z
t = - (z.x / z.y)
# Substitute t in the original parametric equations to get points of intersection
return Vector(x.x + x.y * t, y.x + y.y * t, z.x + z.y * t)
@luipir
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luipir commented Dec 2, 2020

Hello, thank you for the code. Is it possible to provide a diagram sketch with all the angles parameters etc. I have implemented your algorithm in C++, but when I compare it with numbers obtained by a solidworks model, I don't get the same numbers. For my case, I assume a camera is fixed at 1.74m altitude, it is tilted downwards at a pitch angle 30.1 deg and the FOVh = 75deg and FOVv = 65deg. Roll and Yaw angles are set to 0. Also as you mentioning on the code, I have converted all degrees to radians before I used them. Can you help? Thank you.

better to share also your code in case there are error (also) there

@zoidzilla
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Hello,

Here is the link of the .cpp and header files of my implementation. Please let me know what you think. Thank you.

https://drive.google.com/file/d/1Ke3T9Y7TKnfHYhsv78c3yzh-hMIUE_IZ/view?usp=sharing

@zoidzilla
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Hello again,

Did you have some time to take a look at the code? Any suggestions?

@luipir
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luipir commented Dec 8, 2020

Hello again,

Did you have some time to take a look at the code? Any suggestions?

I hadn't time sorry... and here now is holidays :)

@Storiann
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Hello, firstly, thank you for the code. But I have a question. Could you please help me about ray ground intersection part? In the code, the rays are intersecting the z=0 plane. What if I want to change it, for example I want the ray intersection points on the plane z=100. Which part is to be changed? Thanks for your help.

@luipir
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luipir commented Jul 29, 2021

I can't support this code doing other work now, but I suppose z=100 = input altitude-100 reconduce to a z=0 condition.

@Hapy-Capy
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Hapy-Capy commented Aug 23, 2021

I know you mentioned being unable to support, but if you or anyone else is able to answer, it'd be greatly appreciated:

I have converted to UTM as was mentioned in the Stack Overflow post by another user. That seems to work fairly well, but the footprint seems to still be quite a bit off, like the rotations are not quite done properly.

I adjusted heading to account for cardinal directions being off by 90 degrees from coordinate plane angles. This has my photos oriented on the correct heading.

I think my problems come into play when roll is not 0 degrees. I am using a pitch of roughly -27 degrees. How does this need to be adjusted to be used in these calculations? Euler angles go counter-clockwise but I cannot seem to figure out where to adjust for this. I have been using trial and error to attempt to brute force make it work. This is not seeming to work though.

@jenghub
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jenghub commented Nov 18, 2021

@Hapy-Capy can you share how you incorporated lat, long into @luipir code? I tried overriding the zeros with lat, long when setting the origin in line 86 (both in decimal degree and UTM) but getting strange outputs. Anything else that needs to be done to be able to plot the correct bounding box coordinates on map?

@luipir
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luipir commented Nov 18, 2021

@jenghub re-reading the code, origin is camera relative. Any intersecion point is camera related, so, you just need to use the resulting value as offset (in a proyected system with the same unit resulting from the calculation)

@jenghub
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jenghub commented Nov 18, 2021

@luipir Thanks! Actually, I think I was able to get sensible results simply passing in UTM Easting and Northern values into origin variable in place of the zeros. The vertices of the polygon are within reason. Have to do more testing though. Cheers!

@Nandtiw
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Nandtiw commented May 19, 2022

Are there any modifications required in the euler angles of the gimbal (yaw, pitch, and roll) apart from feeding them in radians?
Because after feeding the direct values, the final footprint is looking in a different direction than the actual viewing direction of the platform.
@luipir @jenghub @Hapy-Capy

@luipir
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luipir commented May 22, 2022

probably the values you have, start from a different on-board reference or scale?

@Dhliv
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Dhliv commented Oct 6, 2022

Great work here. Such a pity its not a version that just work with only FOV (Im stuck with some camera that just don't give hFOV and vFOV). It would be really great if anybody know anything to get both hFOV and vFOV from FOV.

@CEZERT
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CEZERT commented May 30, 2023

Hello everyone,
Very nice code and easy to understand!!!
Is someone here requested Flask + ... for this code, please take a look the started conversation, it's ready … fin!

@tcourat
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tcourat commented Sep 19, 2023

Hi, just here to say that it was not immediately clear that if the horizon is visible, some (usually two) ray-traced points actually never intersect the ground plane (since they go into the sky). However, if we follow the actual computations, they virtually intersect the plane behind the camera, which is indicated by a negative value of t.

@luipir
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luipir commented Sep 19, 2023

Hi, just here to say that it was not immediately clear that if the horizon is visible, some (usually two) ray-traced points actually never intersect the ground plane (since they go into the sky). However, if we follow the actual computations, they virtually intersect the plane behind the camera, which is indicated by a negative value of t.

good point, I didn't considered that case

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