Disable rotation on Z axis - rotation

I am developing an application to register and display a 3D DICOM image using VTK, ITK, and QT.
I am running into some issues with the registration part.
I am using the ScaleVersor3DTransform, VersorTransformOptimizer, NormalizedCorrelationImageToImageMetric, and LinearInterpolateImageFunction for this.
The problem is that I need to lock or disable the rotation on Z axis. The only axis that can rotate are X and Y.
I tried getting the GetNumberOfParameters() from the transform and setting all its values to 1.0 (although I think the Z-rotation is the third position on the array), but that didn't seen to work.
What are my options?

You can minimize (or disable) a certain parameter by setting a very high scale for the parameter you do not want to optimize (using SetScales on the optimizer). In the case of a ScaleVersor3DTransform, no single parameter is representing the Z-rotation, so I am afraid it won't work out for your specific case.
You could consider to use a Euler3DTransform instead, for which the Z-rotation is a specific parameter of the transformation.

Related

Programmatically setting d3 zoom transform

I have both an image and a linear scale that I need to zoom in/out.
I have done this by getting the Y domain of the zoom transform and successfully zooming both that way:
y.domain(zoomTransform.rescaleY(y).domain());
But is it possible to do the reverse? Set the zoomTransform.k and zoomTransform.y values based on the Y domain of the scale? And in that way allowing the user to specifically setting the zoom-domain?
I ended up creating loops to gently modify the zoomTransform.y and k values and then fetching y.invert(0) and y.invert(height) values to check if the result was closer to the wanted range on every iteration. Had to put a another loop on top of these as changing the y affects the k and changing the k affects the y...
Not very pretty but seems to do the job.

Zooming animation in FFMPEG

I need to make a zooming animation for a video input.
Making a panning animation is possible with the crop filter with something like this:
"crop=320:240:max(0\\,min(iw-ow\\,n)):0"
Where the first two parameters, width and height, are fixed, and the second two parameters, accept frame number n or timestamp t as expression parameters.
But width and height are evaluated only once (and cannot use n or t), so I cannot crop a size in function of time and then apply a scale filter to the original size.
I know I can:
Change the filter after pulling each frame from the buffersink (I'm not in the command line, I'm using the libraries in my software). I'm doing that already, but no for every frame, only by user request in an online application.
Use geq filter to "apply a generic equation to each frame".
Both approaches seem expensive. Is there another filter or approach I could use?
Note that I'm using zeranoe FFMPEG libraries in Windows. I'd rather not develop my own filters or modify FFMPEG source.
You can apply a simple zoom by adding
"zoompan=z='zoom+0.001'"
to your video filters. It will, by default, zoom in to the top left corner slowly. If you want to do something a little more advanced, you can add the x and y arguments to start getting a zoom in other directions and variable speeds. An example of
"zoompan=z='zoom+0.001':x='if(gte(zoom,1.5),x,x+1)':y='y'"
would go to the top right and
"zoompan=z='zoom+0.001':y='if(gte(zoom,1.5),y,y+1)':x='x'"
would go to the bottom left.

iOS: CoreMotion Acceleration Values

We can retrieve the acceleration data from CMAcceleration.
It provides 3 values, namely x, y and , z.
I have been reading up on this and I seem to have gotten different explanation for these values.
Some say they are the acceleration values in respect to gravity.
Others have said they are not, they are the acceleration values in respect to the axis as they turn around on its axis.
Which is the correct version here? For example, does x represent the acceleration rate for pitch or does it for from left to right?
In addition, let say if we want to get the acceleration rate (how fast) for yaw, how could we be able to derive that value when the call back is feeding us constantly with values? Would we need to set up another timer for the calculation?
Edit (in response to #Kay):
Yes, it was basically it - I just wanted to make sure x, y, z and respectively pitch, roll and yaw and represented differently by the frame.
1.)
How are these related in certain situations? Would there be a need that besides getting a value, for example, for yaw that needs addition information from the use of x, y, z?
2.)
Can you explain a little more on this:
(deviceMotion.rotationRate.z - previousRotationRateZ) / (currentTime - previousTime)
Would we need to use a timer for the time values? And how would making use of the above generate an angular acceleration? I thought angular acceleration entail more complex maths.
3.)
In a real world situation, we can barely only rely on a single value from pitch, roll and yaw because that would be impossible to for us to make a rotation only on one axis (our hand is not that "stable". Especially after 5 cups of coffee...)
Let say I would like to get the values of yaw (yes, rotation on the z-axis) but at the time as yaw spins I wanted to check it against pitch (x-axis).
Yes, 2 motions combine here (imagine the phone is rotating around z with slight movement going towards and away from the user's face).
So: Is there is mathematical model (or one that is from your own personal experience) to derive a value from calculating values of different axis? (sample case: if the user is spinning on z-axis and at the same time also making a movement of x-axis - good. If not, not a good motion we need). Sample case just off the top of my head.
I hope my sample case above with both yaw and pitch makes sense to you. If not, please feel free to cite a better use case for explanation.
4.)
Lastly time. How can we get time as a reference frame to check how fast a movement is since the last? Should we provide a tolerance (Example: "less than 1/50 of a second since last movement - do something. If not, do nothing.")? Where and when do we set a timer?
The class reference of CMAccelerometerData says:
X-axis acceleration in G's (gravitational force)
The acceleration is measured in local coordinates like shown in figure 4-1 in the Event Handling Guide. It's always a translation und must not be confused with radial or circular motions which are measured in angles.
Anyway, every rotation even with a constant angular velocity is related to a change in the direction and thus an acceleration is reported as well s. Circular Motion
What do you mean by get the acceleration rate (how fast) for yaw?
Based on figure 4-2 in Handling Rotation Rate Data the yaw rotation occurs around the Z axis. That means there is a continuous linear acceleration in the X,Y plane. If you are interested in angular acceleration, you need to take CMDeviceMotion.rotationRate and divide it by the time delta e.g.:
(deviceMotion.rotationRate.z - previousRotationRateZ) / (currentTime - previousTime)
Update:
It depends on what you want to do and which motions you are interested in to track. I hope you don't want to get the exact device position in x,y,z when doing a translation as this is impossible. The orientation i.e. the rotation relativ to g can be determined very well of course.
I think in >99% of all cases you won't need additional information from accelerations when working with angles.
Don't use your own timer. CMDeviceMotion inherits from CMLogItem and thus provides a perfect matching timestamp of the sensor data or respectivly the interpolated time for the result of the sensor fusion algorithm.
I assume that you don't need angular acceleration.
You are totally right even without coffee ;-) If you look at the motions shown in this video there is exactly the situation you describe. Maths and algorithms were the result of some heavy R&D and I am bound to NDA.
But the most use cases are covered with the properties available in CMAttitude. Be cautious with Euler angles when doing calculation because of Gimbal Lock
Again this totally depends on what you are up to.

From TopLeft 0,0 to BottomLeft 0,0 in GDI win32

How can I change transform the coordinates in a window from 0,0 topleft to 0,0 bottomleft.
I have tried various solutions with
SetMapMode(hdc,MM_TEXT);,
SetViewportExtEx(hdc,0,-clientrect.bottom,NULL);
SetViewPortOrgEx(hdc,0,-clientrect.bottom,NULL);
SetWindowOrgEx(hdc,0,-clientrect.bottom,NULL);
SetWindowExtEx(hdc,0,-clientrect.bottom,NULL);
I have even tried google for a solution but to no prevail, so I turn to you the more experienced people on the internet.
The idea is I'm creating a custom control for linear interpolation and I could reverse the coordinate system by x,y in top right corner but I want it right. At the moment I get a reversed linear interpolation when I try to draw it as I cannot get the coords to be bottomleft.
I'm using win32 api, and I suspect I can skip the code as the screen coordinate system is almost identical on all systems, by that I mean 0,0 is "always" topleft on the screen if you are keeping it to standard 2d window and frames.
I really don't want a whole codesample to ease the typing pain for you guys, but I want some direction as it seems I cannot grasp the simple concept of flipping the coords in win32 api.
Thanks and a merry christmas
EDIT !
I would like to add my own answer to this question as I used simple math to reverse the view so to say.
If for an example I got the valuepair x,y (150,57) and another pair x,y (100,75) then I used this formulae height + (-1 * y) and voila I get a proper cartesian coordinate field :) ofcourse in this example height is undefined variable but in my application its 200px in height.
According to the documentation for SetViewportOrgEx, you generally want to use it or SetWindowOrgEx, but not both. That said, you probably want the viewport origin to be (0, clientrect.bottom), not -clientrect.bottom.
Setting transforms with GDI always made me crazy. I think you're better off using GDI+. With it, you can create a matrix that describes a translation of (0, clientRect.bottom), and a scaling of (1.0, -1.0). Then you can call SetWorldTransform.
See the example at Using Coordinate Spaces and Transformations. For general information about transforms: Coordinate Spaces and Transformations.
Additional information:
I've not tried this with direct Windows API calls, but if I do the following in C# using the Graphics class (which is a wrapper around GDI+), it works:
Graphics g = GetGraphics(); // gets a canvas to draw on
SetTranslateTransform(0, clientRect.Bottom);
SetScaleTransform(1.0f, -1.0f);
That puts the origin at the bottom left, with x increasing to the right and y increasing as you go up. If you use SetWorldTransform as I suggested, the above will work for you.
If you have to use GDI, then you'll want to use SetViewportOrgEx(0, clientRect.bottom), and then set the scaling. I don't remember how to do scaling with the old GDI functions.
Note also that the documentation for SetViewportExtEx says:
When the following mapping modes are set, calls to the SetWindowExtEx
and SetViewportExtEx functions are ignored.
MM_HIENGLISH
MM_HIMETRIC
MM_LOENGLISH
MM_LOMETRIC
MM_TEXT
MM_TWIPS

Get POINT CLOUD through 360 Degree Rotation and Image Processing

My Question is as below in two parts……
QUESTION (IN SHORT):
• To generate point cloud of real-world object….
• Through 360 degree rotation of it….on rotating table
• Getting 360 images… one image at each degree (1° to 360°).
• I know how to process image and getting pixel value of it.
• See one sample image below…you can see image is black and white...because I have to deal with the objects which are much shiny (glittery)…and it is DIAMOND. So I have setting up background so that shiny object (diamond) converted in to B/W object. And so I can easily scan outer edge of object (e.g. Diamond).
• And one thing to consider is I don’t using any laser… I just using one rotating table and one camera for taking image…you can see one sample project over here… but there MATLAB hides all the things…because that guy using MATLAB’s in Built functionality.
• Actually I am looking for Math routine or Algorithm or any Technique which helping me out to how getting point cloud…….using the way I have mentioned……..
MORE ELABORATION:
I need to have point-cloud of real-world object. So, I can display it in Computer Screen.
For that I am using one rotating table. I will put my object on it and I will rotate table a complete 360° degree rotation and I will take 360 images…one image at each degree (1° to 360°).
Camera which is used for taking image is well calibrated. I have given one sample image as below. I also know how to scan image and getting pixel value of it.
Also take in consideration that my images are Silhouette type…means just black and white... No color images.
But my problem is or where I am trapped down is in...
Getting Points cloud of object…….from the data which I have getting through processing of image.
One same kind of project I found over here……..
But it just using built in MATLAB functions…I am using Microsoft Visual C#.Net so I have to build the entire algorithm myself….because MATLAB hides all the things which I want to know….
Is there any master…….who know this entire thing well and getting me out of trap...!!!!
Thanks…..
I have no experience of this but If I wanted to do something like this I would have tried this:
Use a single color light source
if Possible create a lightsource which falls on a thin verticle slice of the object.
have 360 B/W Images, those Images will be images of a verticle line having variyng intensity. If you use matlab your matrix will have a/few column with sime values.
now asume a verticle line(your Axis of rotation).
5 plot or convert (imageno, rownoOfMatrix, ValueInPopulatedColumnInSameRow)... [Assuming numbering Image from 0 to 360]
under ideal conditions A lame way To get X and Y use K1 * cos imgNo * ValInCol and K1 * sin imgNo * ValInCol, and Z will be some K2 * rowNum.. K1 and K2 can be caliberated knowing actual size of object.
I mean Something like this:
http://fab.cba.mit.edu/content/processes/structured_light/
but instead of using structured light using a single verticle light
http://www.geom.uiuc.edu/~samuelp/del_project.html This link might help in triangulation...

Resources