/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* #sourcefile vpmotion/vp_motionmodel.c #category motion-model * * Copyright 1998 Sarnoff Corporation * All Rights Reserved * * Modification History * Date: 02/14/98 * Author: supuns * Shop Order: 17xxx * @(#) $Id: vp_motionmodel.c,v 1.4 2011/06/17 14:04:33 mbansal Exp $ */ /* * =================================================================== * Include Files */ #include <string.h> /* memmove */ #include <math.h> #include "vp_motionmodel.h" /* Static Functions */ static double Det3(double m[3][3]) { double result; result = m[0][0]*m[1][1]*m[2][2] + m[0][1]*m[1][2]*m[2][0] + m[0][2]*m[1][0]*m[2][1] - m[0][2]*m[1][1]*m[2][0] - m[0][0]*m[1][2]*m[2][1] - m[0][1]*m[1][0]*m[2][2]; return(result); } typedef double MATRIX[4][4]; static double Det4(MATRIX m) { /* ==> This is a poor implementation of determinant. Writing the formula out in closed form is unnecessarily complicated and mistakes are easy to make. */ double result; result= m[0][3] *m[1][2] *m[2][1] *m[3][0] - m[0][2] *m[1][3] *m[2][1] *m[3][0] - m[0][3] *m[1][1] *m[2][2] *m[3][0] + m[0][1] *m[1][3] *m[2][2] *m[3][0] + m[0][2] *m[1][1] *m[2][3] *m[3][0] - m[0][1] *m[1][2] *m[2][3] *m[3][0] - m[0][3] *m[1][2] *m[2][0] *m[3][1] + m[0][2] *m[1][3] *m[2][0] *m[3][1] + m[0][3] *m[1][0] *m[2][2] *m[3][1] - m[0][0] *m[1][3] *m[2][2] *m[3][1] - m[0][2] *m[1][0] *m[2][3] *m[3][1] + m[0][0] *m[1][2] *m[2][3] *m[3][1] + m[0][3] *m[1][1] *m[2][0] *m[3][2] - m[0][1] *m[1][3] *m[2][0] *m[3][2] - m[0][3] *m[1][0] *m[2][1] *m[3][2] + m[0][0] *m[1][3] *m[2][1] *m[3][2] + m[0][1] *m[1][0] *m[2][3] *m[3][2] - m[0][0] *m[1][1] *m[2][3] *m[3][2] - m[0][2] *m[1][1] *m[2][0] *m[3][3] + m[0][1] *m[1][2] *m[2][0] *m[3][3] + m[0][2] *m[1][0] *m[2][1] *m[3][3] - m[0][0] *m[1][2] *m[2][1] *m[3][3] - m[0][1] *m[1][0] *m[2][2] *m[3][3] + m[0][0] *m[1][1] *m[2][2] *m[3][3]; /* m[0][0]*m[1][1]*m[2][2]*m[3][3]-m[0][1]*m[1][0]*m[2][2]*m[3][3]+ m[0][1]*m[1][2]*m[2][0]*m[3][3]-m[0][2]*m[1][1]*m[2][0]*m[3][3]+ m[0][2]*m[1][0]*m[2][1]*m[3][3]-m[0][0]*m[1][2]*m[2][1]*m[3][3]+ m[0][0]*m[1][2]*m[2][3]*m[3][1]-m[0][2]*m[1][0]*m[2][3]*m[3][1]+ m[0][2]*m[1][3]*m[2][0]*m[3][1]-m[0][3]*m[1][2]*m[2][0]*m[3][1]+ m[0][3]*m[1][0]*m[2][2]*m[3][1]-m[0][0]*m[1][3]*m[2][2]*m[3][1]+ m[0][0]*m[1][3]*m[2][1]*m[3][2]-m[0][3]*m[1][0]*m[2][3]*m[3][2]+ m[0][1]*m[1][0]*m[2][3]*m[3][2]-m[0][0]*m[1][1]*m[2][0]*m[3][2]+ m[0][3]*m[1][1]*m[2][0]*m[3][2]-m[0][1]*m[1][3]*m[2][1]*m[3][2]+ m[0][1]*m[1][3]*m[2][2]*m[3][0]-m[0][3]*m[1][1]*m[2][2]*m[3][0]+ m[0][2]*m[1][1]*m[2][3]*m[3][0]-m[0][1]*m[1][2]*m[2][3]*m[3][0]+ m[0][3]*m[1][2]*m[2][1]*m[3][0]-m[0][2]*m[1][3]*m[2][1]*m[3][0]; */ return(result); } static int inv4Mat(const VP_MOTION* in, VP_MOTION* out) { /* ==> This is a poor implementation of inversion. The determinant method is O(N^4), i.e. unnecessarily slow, and not numerically accurate. The real complexity of inversion is O(N^3), and is best done using LU decomposition. */ MATRIX inmat,outmat; int i, j, k, l, m, n,ntemp; double mat[3][3], indet, temp; /* check for non-empty structures structure */ if (((VP_MOTION *) NULL == in) || ((VP_MOTION *) NULL == out)) { return 1; } for(k=0,i=0;i<4;i++) for(j=0;j<4;j++,k++) inmat[i][j]=(double)in->par[k]; indet = Det4(inmat); if (indet==0) return(-1); for (i=0;i<4;i++) { for (j=0;j<4;j++) { m = 0; for (k=0;k<4;k++) { if (i != k) { n = 0; for (l=0;l<4;l++) if (j != l) { mat[m][n] = inmat[k][l]; n++; } m++; } } temp = -1.; ntemp = (i +j ) %2; if( ntemp == 0) temp = 1.; outmat[j][i] = temp * Det3(mat)/indet; } } for(k=0,i=0;i<4;i++) for(j=0;j<4;j++,k++) out->par[k]=(VP_PAR)outmat[i][j]; /*lint !e771*/ return(0); } /* * =================================================================== * Public Functions #htmlstart */ /* * =================================================================== #fn vp_invert_motion #ft invert a motion #fd DEFINITION Bool vp_invert_motion(const VP_MOTION* in,VP_MOTION* out) #fd PURPOSE This inverts the motion given in 'in'. All motion models upto VP_MOTION_SEMI_PROJ_3D are supported. It is assumed that the all 16 parameters are properly initialized although you may not be using them. You could use the VP_KEEP_ macro's defined in vp_motionmodel.h to set the un-initialized parameters. This uses a 4x4 matrix invertion function internally. It is SAFE to pass the same pointer as both the 'in' and 'out' parameters. #fd INPUTS in - input motion #fd OUTPUTS out - output inverted motion. If singular matrix uninitialized. if MWW(in) is non-zero it is also normalized. #fd RETURNS FALSE - matrix is singular or motion model not supported TRUE - otherwise #fd SIDE EFFECTS None #endfn */ int vp_invert_motion(const VP_MOTION* in,VP_MOTION* out) { int refid; /* check for non-empty structures structure */ if (((VP_MOTION *) NULL == in) || ((VP_MOTION *) NULL == out)) { return FALSE; } if (in->type>VP_MOTION_SEMI_PROJ_3D) { return FALSE; } if (inv4Mat(in,out)<0) return FALSE; /*VP_NORMALIZE(*out);*/ out->type = in->type; refid=in->refid; out->refid=in->insid; out->insid=refid; return TRUE; } /* * =================================================================== #fn vp_cascade_motion #ft Cascade two motion transforms #fd DEFINITION Bool vp_cascade_motion(const VP_MOTION* InAB,const VP_MOTION* InBC,VP_MOTION* OutAC) #fd PURPOSE Given Motion Transforms A->B and B->C, this function will generate a New Motion that describes the transformation from A->C. More specifically, OutAC = InBC * InAC. This function works ok if InAB,InBC and OutAC are the same pointer. #fd INPUTS InAB - First Motion Transform InBC - Second Motion Tranform #fd OUTPUTS OutAC - Cascaded Motion #fd RETURNS FALSE - motion model not supported TRUE - otherwise #fd SIDE EFFECTS None #endfn */ int vp_cascade_motion(const VP_MOTION* InA, const VP_MOTION* InB,VP_MOTION* Out) { /* ==> This is a poor implementation of matrix multiplication. Writing the formula out in closed form is unnecessarily complicated and mistakes are easy to make. */ VP_PAR mxx,mxy,mxz,mxw; VP_PAR myx,myy,myz,myw; VP_PAR mzx,mzy,mzz,mzw; VP_PAR mwx,mwy,mwz,mww; /* check for non-empty structures structure */ if (((VP_MOTION *) NULL == InA) || ((VP_MOTION *) NULL == InB) || ((VP_MOTION *) NULL == Out)) { return FALSE; } if (InA->type>VP_MOTION_PROJ_3D) { return FALSE; } if (InB->type>VP_MOTION_PROJ_3D) { return FALSE; } mxx = MXX(*InB)*MXX(*InA)+MXY(*InB)*MYX(*InA)+MXZ(*InB)*MZX(*InA)+MXW(*InB)*MWX(*InA); mxy = MXX(*InB)*MXY(*InA)+MXY(*InB)*MYY(*InA)+MXZ(*InB)*MZY(*InA)+MXW(*InB)*MWY(*InA); mxz = MXX(*InB)*MXZ(*InA)+MXY(*InB)*MYZ(*InA)+MXZ(*InB)*MZZ(*InA)+MXW(*InB)*MWZ(*InA); mxw = MXX(*InB)*MXW(*InA)+MXY(*InB)*MYW(*InA)+MXZ(*InB)*MZW(*InA)+MXW(*InB)*MWW(*InA); myx = MYX(*InB)*MXX(*InA)+MYY(*InB)*MYX(*InA)+MYZ(*InB)*MZX(*InA)+MYW(*InB)*MWX(*InA); myy = MYX(*InB)*MXY(*InA)+MYY(*InB)*MYY(*InA)+MYZ(*InB)*MZY(*InA)+MYW(*InB)*MWY(*InA); myz = MYX(*InB)*MXZ(*InA)+MYY(*InB)*MYZ(*InA)+MYZ(*InB)*MZZ(*InA)+MYW(*InB)*MWZ(*InA); myw = MYX(*InB)*MXW(*InA)+MYY(*InB)*MYW(*InA)+MYZ(*InB)*MZW(*InA)+MYW(*InB)*MWW(*InA); mzx = MZX(*InB)*MXX(*InA)+MZY(*InB)*MYX(*InA)+MZZ(*InB)*MZX(*InA)+MZW(*InB)*MWX(*InA); mzy = MZX(*InB)*MXY(*InA)+MZY(*InB)*MYY(*InA)+MZZ(*InB)*MZY(*InA)+MZW(*InB)*MWY(*InA); mzz = MZX(*InB)*MXZ(*InA)+MZY(*InB)*MYZ(*InA)+MZZ(*InB)*MZZ(*InA)+MZW(*InB)*MWZ(*InA); mzw = MZX(*InB)*MXW(*InA)+MZY(*InB)*MYW(*InA)+MZZ(*InB)*MZW(*InA)+MZW(*InB)*MWW(*InA); mwx = MWX(*InB)*MXX(*InA)+MWY(*InB)*MYX(*InA)+MWZ(*InB)*MZX(*InA)+MWW(*InB)*MWX(*InA); mwy = MWX(*InB)*MXY(*InA)+MWY(*InB)*MYY(*InA)+MWZ(*InB)*MZY(*InA)+MWW(*InB)*MWY(*InA); mwz = MWX(*InB)*MXZ(*InA)+MWY(*InB)*MYZ(*InA)+MWZ(*InB)*MZZ(*InA)+MWW(*InB)*MWZ(*InA); mww = MWX(*InB)*MXW(*InA)+MWY(*InB)*MYW(*InA)+MWZ(*InB)*MZW(*InA)+MWW(*InB)*MWW(*InA); MXX(*Out)=mxx; MXY(*Out)=mxy; MXZ(*Out)=mxz; MXW(*Out)=mxw; MYX(*Out)=myx; MYY(*Out)=myy; MYZ(*Out)=myz; MYW(*Out)=myw; MZX(*Out)=mzx; MZY(*Out)=mzy; MZZ(*Out)=mzz; MZW(*Out)=mzw; MWX(*Out)=mwx; MWY(*Out)=mwy; MWZ(*Out)=mwz; MWW(*Out)=mww; /* VP_NORMALIZE(*Out); */ Out->type= (InA->type > InB->type) ? InA->type : InB->type; Out->refid=InA->refid; Out->insid=InB->insid; return TRUE; } /* * =================================================================== #fn vp_copy_motion #ft Copies the source motion to the destination motion. #fd DEFINITION void vp_copy_motion (const VP_MOTION *src, VP_MOTION *dst) #fd PURPOSE Copies the source motion to the destination motion. It is OK if src == dst. NOTE THAT THE SOURCE IS THE FIRST ARGUMENT. This is different from some of the other VP copy functions. #fd INPUTS src is the source motion dst is the destination motion #fd RETURNS void #endfn */ void vp_copy_motion (const VP_MOTION *src, VP_MOTION *dst) { /* Use memmove rather than memcpy because it handles overlapping memory OK. */ memmove(dst, src, sizeof(VP_MOTION)); return; } /* vp_copy_motion() */ #define VP_SQR(x) ( (x)*(x) ) double vp_motion_cornerdiff(const VP_MOTION *mot_a, const VP_MOTION *mot_b, int xo, int yo, int w, int h) { double ax1, ay1, ax2, ay2, ax3, ay3, ax4, ay4; double bx1, by1, bx2, by2, bx3, by3, bx4, by4; double err; /*lint -e639 -e632 -e633 */ VP_WARP_POINT_2D(xo, yo, *mot_a, ax1, ay1); VP_WARP_POINT_2D(xo+w-1, yo, *mot_a, ax2, ay2); VP_WARP_POINT_2D(xo+w-1, yo+h-1, *mot_a, ax3, ay3); VP_WARP_POINT_2D(xo, yo+h-1, *mot_a, ax4, ay4); VP_WARP_POINT_2D(xo, yo, *mot_b, bx1, by1); VP_WARP_POINT_2D(xo+w-1, yo, *mot_b, bx2, by2); VP_WARP_POINT_2D(xo+w-1, yo+h-1, *mot_b, bx3, by3); VP_WARP_POINT_2D(xo, yo+h-1, *mot_b, bx4, by4); /*lint +e639 +e632 +e633 */ err = 0; err += (VP_SQR(ax1 - bx1) + VP_SQR(ay1 - by1)); err += (VP_SQR(ax2 - bx2) + VP_SQR(ay2 - by2)); err += (VP_SQR(ax3 - bx3) + VP_SQR(ay3 - by3)); err += (VP_SQR(ax4 - bx4) + VP_SQR(ay4 - by4)); return(sqrt(err)); } int vp_zoom_motion2d(VP_MOTION* in, VP_MOTION* out, int n, int w, int h, double zoom) { int ii; VP_PAR inv_zoom; VP_PAR cx, cy; VP_MOTION R2r,R2f; VP_MOTION *res; /* check for non-empty structures structure */ if (((VP_MOTION *) NULL == in)||(zoom <= 0.0)||(w <= 0)||(h <= 0)) { return FALSE; } /* ==> Not sure why the special case of out=NULL is necessary. Why couldn't the caller just pass the same pointer for both in and out? */ res = ((VP_MOTION *) NULL == out)?in:out; cx = (VP_PAR) (w/2.0); cy = (VP_PAR) (h/2.0); VP_MOTION_ID(R2r); inv_zoom = (VP_PAR)(1.0/zoom); MXX(R2r) = inv_zoom; MYY(R2r) = inv_zoom; MXW(R2r)=cx*(((VP_PAR)1.0) - inv_zoom); MYW(R2r)=cy*(((VP_PAR)1.0) - inv_zoom); VP_KEEP_AFFINE_2D(R2r); for(ii=0;ii<n;ii++) { (void) vp_cascade_motion(&R2r,in+ii,&R2f); res[ii]=R2f; } return TRUE; } /* vp_zoom_motion2d() */ /* =================================================================== */ /* end vp_motionmodel.c */