kinect/processing/simple openni - 点云数据输出不正确

mhe*_*ers 1 processing point-clouds kinect openni

我创建了一个处理草图,它将每个点云数据帧从kinect保存到文本文件,其中文件的每一行都是kinect注册的点(或顶点).我计划将数据拉入3d程序,以便在3d空间中可视化动画并应用各种效果.问题是,当我这样做时,第一帧似乎是正确的,其余的帧似乎吐出看起来像第一个图像,加上一堆随机噪声.这是我的全部代码.它需要简单的openni才能正常工作.你可以看到评论

import SimpleOpenNI.*;
//import processing.opengl.*;

SimpleOpenNI context;
float        zoomF =0.5f;
float        rotX = radians(180);  // by default rotate the hole scene 180deg around the x-axis, 
float        rotY = radians(0); // the data from openni comes upside down

int maxZ = 2000;
Vector <Object> recording = new Vector<Object>(); 
boolean isRecording = false;
boolean canDraw = true;
boolean mouseMode = false;
int currentFile = 0;
int depthWidth = 640; //MH - assuming this is static?
int depthHeight = 480;
int steps = 5;
int arrayLength = (depthWidth/steps) * (depthHeight/steps); //total lines in each output file


void setup()
{
  size(1024,768,P3D);  // strange, get drawing error in the cameraFrustum if i use P3D, in opengl there is no problem
  //size(1024,768,OPENGL); 

  context = new SimpleOpenNI(this);
  context.setMirror(true);
  depthWidth = context.depthWidth();
  depthHeight = context.depthHeight();

  // enable depthMap generation 
  if(context.enableDepth() == false)
  {
     println("Can't open the depthMap, maybe the camera is not connected!"); 
     exit();
     return;
  }

  stroke(255,255,255);
  smooth();

  perspective(radians(45),
  float(width)/float(height),
  10.0f,150000.0f);
 }

void draw()
{

  //println(isRecording);

  // update the cam
  context.update();

  background(0,0,0);

  // set the scene pos
  translate(width/2, height/2, 0);
  rotateX(rotX);
  rotateY(rotY);
  scale(zoomF);

  // draw the 3d point depth map
  int[]   depthMap = context.depthMap();
  int     index = 0;
  PVector realWorldPoint;
  PVector[] frame = new PVector[arrayLength];

  translate(0,0,-1000);  // set the rotation center of the scene 1000 infront of the camera
  stroke(200); 
  for(int y=0;y < context.depthHeight();y+=steps)
  {
    for(int x=0;x < context.depthWidth();x+=steps)
    {
      int offset = x + y * context.depthWidth();
      realWorldPoint = context.depthMapRealWorld()[offset];
      if (isRecording == true){
        if (realWorldPoint.z < maxZ){
          frame[index] = realWorldPoint;
        } else {
          frame[index] = new PVector(-0.0,-0.0,0.0); 
        }
        index++;
      } else {
        if (realWorldPoint.z < maxZ){
          if (canDraw == true){
            point(realWorldPoint.x,realWorldPoint.y,realWorldPoint.z);
          }
        }
      }
    } 
  }

  if (isRecording == true){
   recording.add(frame); 
  }

 if (mouseMode == true){
   float rotVal = map (mouseX,0,1024,-1,1); //comment these out to disable mouse orientation
   float rotValX = map (mouseY,0,768,2,4);
   rotY = rotVal;
   rotX = rotValX;
 } 

}

// -----------------------------------------------------------------
// Keyboard event
void keyPressed()
{
  switch(key)
  {
    case ' ':
      context.setMirror(!context.mirror());
      break;
    case 'm':
      mouseMode = !mouseMode;
      break;
    case 'r':
      isRecording = !isRecording;
      break;
    case 's':
      if (isRecording == true){
        isRecording = false;
        canDraw = false;
        println("Stopped Recording");
        Enumeration e = recording.elements();
        int i = 0;
        while (e.hasMoreElements()) {

          // Create one directory
          boolean success = (new File("out"+currentFile)).mkdir(); 
          PrintWriter output = createWriter("out"+currentFile+"/frame" + i++ +".txt");
          PVector [] frame = (PVector []) e.nextElement();

          for (int j = 0; j < frame.length; j++) {
           output.println(j + ", " + frame[j].x + ", " + frame[j].y + ", " + frame[j].z );
          }
          output.flush(); // Write the remaining data
          output.close();
          //exit();
        }
        canDraw = true;
        println("done recording");
      }
      currentFile++;
      break;
  }

  switch(keyCode)
  {
    case LEFT:
      if(keyEvent.isShiftDown())
        maxZ -= 100;
      else
        rotY += 0.1f;
      break;
    case RIGHT:
      if(keyEvent.isShiftDown())
        maxZ += 100;
      else
        rotY -= 0.1f;
      break;
    case UP:
      if(keyEvent.isShiftDown())
        zoomF += 0.01f;
      else
        rotX += 0.1f;
      break;
    case DOWN:
      if(keyEvent.isShiftDown())
      {
        zoomF -= 0.01f;
        if(zoomF < 0.01)
          zoomF = 0.01;
      }
      else
        rotX -= 0.1f;
      break;
  }
}
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我想循环是问题开始发生的地方:for(int y = 0; y <context.depthHeight(); y + = steps){等等虽然它可能只是我为3d编写的python脚本的问题程序.无论如何,这是一个很酷的草图,我认为对于想要使用3d效果指向云数据(或构建模型等)的人来说非常有用,但我现在卡住了.谢谢你的帮助!

Geo*_*nza 7

不幸的是,我现在无法解释很多,但几个月后我发了类似的东西保存到PLY和CSV:

import processing.opengl.*;
import SimpleOpenNI.*;


SimpleOpenNI context;
float        zoomF =0.5f;
float        rotX = radians(180);  
float        rotY = radians(0);

boolean recording = false;
ArrayList<PVector> pts = new ArrayList<PVector>();//points for one frame

float minZ = 100,maxZ = 150;

void setup()
{
  size(1024,768,OPENGL);  

  context = new SimpleOpenNI(this);
  context.setMirror(false);
  context.enableDepth();
  context.enableScene();

  stroke(255);
  smooth();  
  perspective(95,float(width)/float(height), 10,150000);
 }

void draw()
{
  context.update();
  background(0);

  translate(width/2, height/2, 0);
  rotateX(rotX);
  rotateY(rotY);
  scale(zoomF);

  int[]   depthMap = context.depthMap();
  int[]   sceneMap = context.sceneMap();
  int     steps   = 10;  
  int     index;
  PVector realWorldPoint;
  pts.clear();//reset points
  translate(0,0,-1000);  
  //*
  //stroke(100); 
  for(int y=0;y < context.depthHeight();y+=steps)
  {
    for(int x=0;x < context.depthWidth();x+=steps)
    {
      index = x + y * context.depthWidth();
      if(depthMap[index] > 0)
      { 
        realWorldPoint = context.depthMapRealWorld()[index];
        if(realWorldPoint.z > minZ && realWorldPoint.z < maxZ){//if within range
          stroke(0,255,0);
          point(realWorldPoint.x,realWorldPoint.y,realWorldPoint.z);
          pts.add(realWorldPoint.get());//store each point
        }
      }
    } 
  } 
  if(recording){
      savePLY(pts);//save to disk as PLY
      saveCSV(pts);//save to disk as CSV
  }
  //*/
}

// -----------------------------------------------------------------
// Keyboard events

void keyPressed()
{
  if(key == 'q') minZ += 10;
  if(key == 'w') minZ -= 10;
  if(key == 'a') maxZ += 10;
  if(key == 's') maxZ -= 10;

  switch(key)
  {
    case ' ':
      context.setMirror(!context.mirror());
    break;
    case 'r':
      recording = !recording;
    break;
  }

  switch(keyCode)
  {
    case LEFT:
      rotY += 0.1f;
      break;
    case RIGHT:
      // zoom out
      rotY -= 0.1f;
      break;
    case UP:
      if(keyEvent.isShiftDown())
        zoomF += 0.01f;
      else
        rotX += 0.1f;
      break;
    case DOWN:
      if(keyEvent.isShiftDown())
      {
        zoomF -= 0.01f;
        if(zoomF < 0.01)
          zoomF = 0.01;
      }
      else
        rotX -= 0.1f;
      break;
  }
}
void savePLY(ArrayList<PVector> pts){
  String ply = "ply\n";
  ply += "format ascii 1.0\n";
  ply += "element vertex " + pts.size() + "\n";
  ply += "property float x\n";
  ply += "property float y\n";
  ply += "property float z\n";
  ply += "end_header\n";
  for(PVector p : pts)ply += p.x + " " + p.y + " " + p.z + "\n";
  saveStrings("frame_"+frameCount+".ply",ply.split("\n"));
}
void saveCSV(ArrayList<PVector> pts){
  String csv = "x,y,z\n";
  for(PVector p : pts) csv += p.x + "," + p.y + "," + p.z + "\n";
  saveStrings("frame_"+frameCount+".csv",csv.split("\n"));
}
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我正在使用if语句仅保存某个Z阈值内的点,但可以根据需要随意更改/使用.后期处理的想法提醒了CatalinaMoullinex视频.检查出来,它有详细记录,并包含源代码.

卡塔琳娜1

卡塔利娜2

卡塔琳娜3

卡塔琳娜4

更新 发布的代码每帧保存1个文件.即使播放速度较低,草图仍应保存每帧的文件.代码简化了一下:

import processing.opengl.*;
import SimpleOpenNI.*;


SimpleOpenNI context;
float        zoomF =0.5f;
float        rotX = radians(180);  
float        rotY = radians(0);

boolean recording = false;
String csv;

void setup()
{
  size(1024,768,OPENGL);  

  context = new SimpleOpenNI(this);
  context.setMirror(false);
  context.enableDepth();

  stroke(255);
  smooth();  
  perspective(95,float(width)/float(height), 10,150000);
 }

void draw()
{
  csv = "x,y,z\n";//reset csv for this frame
  context.update();
  background(0);

  translate(width/2, height/2, 0);
  rotateX(rotX);
  rotateY(rotY);
  scale(zoomF);

  int[]   depthMap = context.depthMap();
  int[]   sceneMap = context.sceneMap();
  int     steps   = 10;  
  int     index;
  PVector realWorldPoint;
  translate(0,0,-1000);  
  //*
  beginShape(POINTS);
  for(int y=0;y < context.depthHeight();y+=steps)
  {
    for(int x=0;x < context.depthWidth();x+=steps)
    {
      index = x + y * context.depthWidth();
      if(depthMap[index] > 0)
      { 
        realWorldPoint = context.depthMapRealWorld()[index];
        vertex(realWorldPoint.x,realWorldPoint.y,realWorldPoint.z);
        if(recording) csv += realWorldPoint.x + "," + realWorldPoint.y + "," + realWorldPoint.z + "\n";
      }
    } 
  }
  endShape(); 
  if(recording) saveStrings("frame_"+frameCount+".csv",csv.split("\n"));
  frame.setTitle((int)frameRate + " fps");
  //*/
}

// -----------------------------------------------------------------
// Keyboard events

void keyPressed()
{

  switch(key)
  {
    case ' ':
      context.setMirror(!context.mirror());
    break;
    case 'r':
      recording = !recording;
    break;
  }

  switch(keyCode)
  {
    case LEFT:
      rotY += 0.1f;
      break;
    case RIGHT:
      // zoom out
      rotY -= 0.1f;
      break;
    case UP:
      if(keyEvent.isShiftDown())
        zoomF += 0.01f;
      else
        rotX += 0.1f;
      break;
    case DOWN:
      if(keyEvent.isShiftDown())
      {
        zoomF -= 0.01f;
        if(zoomF < 0.01)
          zoomF = 0.01;
      }
      else
        rotX -= 0.1f;
      break;
  }
}
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预览可以与具有不同循环的录制分开,并且您可以具有低分辨率预览,但是保存更多数据,仍然会很慢.

我有另一个建议:记录到.oni格式.如果您已经安装了OpenNI,您可以使用NiViewerNiBackRecorder几个示例.SimpleOpenNI还公开了这个功能,看看RecorderPlay示例.

我建议尝试这样的事情:

  1. 将场景记录到.oni文件中.它应该快速/响应
  2. 如果您对.oni记录感到满意,请处理每一帧(根据需要将深度转换为x,y,z点/过滤/保存到所需格式等)

这是另一个用于说明这个想法的草图:

import SimpleOpenNI.*;

SimpleOpenNI  context;
boolean       recordFlag = true;

int frames = 0;

void setup(){
  context = new SimpleOpenNI(this);

  if(! recordFlag){
    if(! context.openFileRecording("test.oni") ){
      println("can't find recording !!!!");
      exit();
    }
    context.enableDepth();
  }else{  
    // recording
    context.enableDepth();
    // setup the recording 
    context.enableRecorder(SimpleOpenNI.RECORD_MEDIUM_FILE,"test.oni");
    // select the recording channels
    context.addNodeToRecording(SimpleOpenNI.NODE_DEPTH,SimpleOpenNI.CODEC_16Z_EMB_TABLES);
  }
  // set window size 
  if((context.nodes() & SimpleOpenNI.NODE_DEPTH) != 0)
    size(context.depthWidth() , context.depthHeight());
  else 
    exit();
}
void draw()
{
  background(0);
  context.update();
  if((context.nodes() & SimpleOpenNI.NODE_DEPTH) != 0) image(context.depthImage(),0,0);
  if(recordFlag) frames++;
}
void keyPressed(){
  if(key == ' '){
    if(recordFlag){
      saveStrings(dataPath("frames.txt"),split(frames+" ",' '));
      exit();
    }else saveONIToPLY();
  }
}
void saveONIToPLY(){
  frames = int(loadStrings(dataPath("frames.txt"))[0]);
  println("recording " + frames + " frames");
  int w = context.depthWidth();
  int h = context.depthHeight();
  noLoop();
  for(int i = 0 ; i < frames; i++){
    PrintWriter output = createWriter(dataPath("frame_"+i+".ply"));
    output.println("ply");
    output.println("format ascii 1.0");
    output.println("element vertex " + (w*h));
    output.println("property float x");
    output.println("property float y");
    output.println("property float z");
    output.println("end_header\n");
    context.update();
    int[]   depthMap = context.depthMap();
    int     index;
    PVector realWorldPoint;
    for(int y=0;y < h;y++){
      for(int x=0;x < w;x++){
        index = x + y * w;
        realWorldPoint = context.depthMapRealWorld()[index];
        output.println(realWorldPoint.x + " " + realWorldPoint.y + " " + realWorldPoint.z);
      }
    }
    output.flush();
    output.close();
    println("saved " + (i+1) + " of " + frames);
  }
  loop();
  println("recorded " + frames + " frames");
}
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recordFlag设置为true时,数据将保存到.oni文件.我没有在文档中找到任何东西来读取.oni文件中有多少帧,所以作为一个快速的解决方法,我添加了frame计数器.如果你按空格键,录音将停止,但也会保存txt文件中的帧数,然后退出应用程序.这将在以后有用.

recordFlag设置为false时,如果已经有录音,它将播放.如果你在这个'模式'中占据空间,绘图将停止,帧编号将从.txt文件和每个帧加载:

  1. 将更新上下文(移至下一帧)
  2. 深度图中的每个像素将转换为一个点
  3. 所有点都将写入.ply文件(您可以使用meshlab进行处理)

保存所有帧后,草图将恢复绘制.由于没有3D绘图且草图相当简单,因此性能应该更好,但请记住,大的.oni文件需要大量的RAM.您可以根据需要随意修改草图(例如,过滤掉您不想保存的信息等).

还要注意上面,虽然应该保存到PLY每个单独的帧,但它保存相同.当调用noLoop()时,上下文似乎不会更新().这是一个使用3s的修改后的hacky版本.延迟(希望.ply fille将被写入磁盘).

import SimpleOpenNI.*;

SimpleOpenNI  context;
boolean       recordFlag = false;
boolean       saving = false;
int frames = 0;
int savedFrames = 0;

void setup(){
  context = new SimpleOpenNI(this);

  if(! recordFlag){
    if(! context.openFileRecording("test.oni") ){
      println("can't find recording !!!!");
      exit();
    }
    context.enableDepth();
  }else{  
    // recording
    context.enableDepth();
    // setup the recording 
    context.enableRecorder(SimpleOpenNI.RECORD_MEDIUM_FILE,"test.oni");
    // select the recording channels
    context.addNodeToRecording(SimpleOpenNI.NODE_DEPTH,SimpleOpenNI.CODEC_16Z_EMB_TABLES);
  }
  // set window size 
  if((context.nodes() & SimpleOpenNI.NODE_DEPTH) != 0)
    size(context.depthWidth() , context.depthHeight());
  else 
    exit();
}
void draw()
{
  background(0);
  context.update();
  if((context.nodes() & SimpleOpenNI.NODE_DEPTH) != 0) image(context.depthImage(),0,0);
  if(recordFlag) frames++;
  if(saving && savedFrames < frames){
      delay(3000);//hack
      int i = savedFrames;
      int w = context.depthWidth();
      int h = context.depthHeight();
      PrintWriter output = createWriter(dataPath("frame_"+i+".ply"));
      output.println("ply");
      output.println("format ascii 1.0");
      output.println("element vertex " + (w*h));
      output.println("property float x");
      output.println("property float y");
      output.println("property float z");
      output.println("end_header\n");
      rect(random(width),random(height),100,100);
      int[]   depthMap = context.depthMap();
      int     index;
      PVector realWorldPoint;
      for(int y=0;y < h;y++){
        for(int x=0;x < w;x++){
          index = x + y * w;
          realWorldPoint = context.depthMapRealWorld()[index];
          output.println(realWorldPoint.x + " " + realWorldPoint.y + " " + realWorldPoint.z);
        }
      }
      output.flush();
      output.close();
      println("saved " + (i+1) + " of " + frames);
      savedFrames++;
  }
}
void keyPressed(){
  if(key == ' '){
    if(recordFlag){
      saveStrings(dataPath("frames.txt"),split(frames+" ",' '));
      exit();
    }else saveONIToPLY();
  }
}
void saveONIToPLY(){
  frames = int(loadStrings(dataPath("frames.txt"))[0]);
  saving = true;
  println("recording " + frames + " frames");
}
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我不确定帧和文件是否同步,深度数据是否以中等质量保存,但我希望我的回答能提供一些想法.