Structure from Motion (SfM)¶
Theia has a full Structure-from-Motion pipeline that is extremely efficient. Our overall pipeline consists of several steps. First, we extract features (SIFT is the default). Then, we perform two-view matching and geometric verification to obtain relative poses between image pairs and create a ViewGraph. Next, we perform global pose estimation with “one-shot” SfM (also called Global SfM).. One-shot SfM is different from incremental SfM in that it considers the entire view graph at the same time instead of successfully adding more and more images to the Model. One-shot SfM methods have been proven to be very fast with comparable or better accuracy to incremental SfM approaches (See [JiangICCV], [MoulonICCV], [WilsonECCV]), and they are much more easily parallelized. After we have obtained camera poses, we perform triangulation and BundleAdjustment to obtain a valid 3D reconstruction consisting of cameras and 3D points.
Extracting and matching Features has been covered already, so we will now discuss how to go from feature matches to a ViewGraph. First, however, we must present the basic building blocks for our SfM pipeline.
Additionally, while this documentation is a useful overview of the SfM pipeline we provide, there are many other useful methods that are not documented here that can be found in the theia/vision/sfm/ directory. All header and source files in Theia include extensive documentation.
Views and Tracks¶
- class View¶
At the heart of our SfM framework is the View class which represents everything about an image that we want to reconstruct. It contains information about features from the image, camera pose information, and metadata information (including the image name and EXIF data). Views make up our basic visiblity constraints and are a fundamental part of the SfM pipeline.
- class Track¶
A Track represents a feature that has been matached over potentially many images. When a feature appears in multiple images it typically means that the features correspond to the same 3D point. These 3D points are useful constraints in SfM model, as they represent the “structure” in “Structure-from-Motion” and help to build a point cloud for our model.
ViewGraph¶
- class ViewGraph¶
A ViewGraph is a basic SfM construct that is created from two-view matching information. Any pair of views that have a view correlation form an edge in the ViewGraph such that the nodes in the graph are View that are connected by TwoViewInfo objects that contain information about the relative pose between the Views as well as matching information.
Once you have a set of views and match information, you can add them to the view graph:
std::vector<View> views;
// Match all views in the set.
std::vector<ViewIdPair, TwoViewInfo> view_pair_matches;
ViewGraph view_graph;
for (const auto& view_pair : view_pair_matches) {
const ViewIdPair& view_id_pair = view_pair.first;
const TwoViewInfo& two_view_info = view_pair.second;
// Only add view pairs to the view graph if they have strong visual coherence.
if (two_view_info.num_matched_features > min_num_matched_features) {
view_graph.AddEdge(views[view_id_pair.first],
views[view_id_pair.second],
two_view_info);
}
}
// Process and/or manipulate the view graph.
The edge values are especially useful for one-shot SfM where the relative poses are heavily exploited for computing the final poses. Without a proper ViewGraph, one-shot SfM would not be possible.
Camera¶
- class Camera¶
Each View contains a Camera object that contains intrinsic and extrinsic information about the camera that observed the scene. Theia has an efficient, compact Camera class that abstracts away common image operations. This greatly relieves the pain of manually dealing with calibration and geometric transformations of images. We represent camera intrinsics such that the calibration matrix is:
where \(f\) is the focal length (in pixels), \(s\) is the skew, \(a\) is the aspect ratio and \(p\) is the principle point of the camera. All of these intrinsics may be accessed with getter and setter methods, e.g., double GetFocalLenth() or void SetFocalLength(const double focal_length). Note that we do additionally allow for up to two radial distortion parameters, but these are not part of the calibration matrix so they must be set or retrieved separately from the corresponding getter/setter methods.
We store the camera pose information as the transformation which maps world coordinates into camera coordinates. Our rotation is stored internally as an SO(3) rotation, which makes optimization with BundleAdjustment more effective since the value is always a valid rotation (unlike e.g., Quaternions that must be normalized after each optimization step). However, for convenience we provide an interface to retrieve the rotation as a rotation matrix as well. Further, we store the camera position as opposed to the translation.
The convenience of this camera class is clear with the common example of 3D point reprojection.
// Open an image and obtain camera parameters.
FloatImage image("my_image.jpg");
double focal_length;
CHECK(image.FocalLengthPixels(&focal_length));
const double radial_distortion1 = value obtained elsewhere...
const double radial_distortion2 = value obtained elsewhere...
const Eigen::Matrix3d rotation = value obtained elsewhere...
const Eigen::Vector3d position = value obtained elsewhere...
// Set up the camera.
Camera camera;
camera.SetOrientationFromRotationMatrix(rotation);
camera.SetPosition(position);
camera.SetFocalLength(focal_length);
camera.SetPrincipalPoint(image.Width() / 2.0, image.Height() / 2.0);
camera.SetRadialDistortion(radial_distortion1, radial_distortion2);
// Obtain a homogeneous 3D point
const Eigen::Vector4d homogeneous_point3d = value obtained elsewhere...
// Reproject the 3D point to a pixel.
Eigen::Vector2d reprojection_pixel;
const double depth = camera.ProjectPoint(homogeneous_point3d, &pixel);
if (depth < 0) {
LOG(INFO) << "Point was behind the camera!";
}
LOG(INFO) << "Homogeneous 3D point: " << homogeneous_point3d
<< " reprojected to the pixel value of " << reprojection_pixel;
Point projection can be a tricky function when considering the camera intrinsics and extrinsics. Theia takes care of this projection (including radial distortion) in a simple and efficient manner.
In addition to typical getter/setter methods for the camera parameters, the Camera class also defines several helper functions:.
- bool InitializeFromProjectionMatrix(const int image_width, const int image_height, const Matrix3x4d projection_matrix)¶
Initializes the camera intrinsic and extrinsic parameters from the projection matrix by decomposing the matrix with a RQ decomposition.
Note
The projection matrix does not contain information about radial distortion, so those parameters will need to be set separately.
- void GetProjectionMatrix(Matrix3x4d* pmatrix) const¶
Returns the projection matrix. Does not include radial distortion.
- void GetCalibrationMatrix(Eigen::Matrix3d* kmatrix) const¶
Returns the calibration matrix in the form specified above.
- Eigen::Vector3d PixelToUnitDepthRay(const Eigen::Vector2d& pixel) const¶
Converts the pixel point to a ray in 3D space such that the origin of the ray is at the camera center and the direction is the pixel direction rotated according to the camera orientation in 3D space. The returned vector is not unit length.
Model¶
At the core of our SfM pipeline is an SfM Model. A Model is the representation of a 3D reconstuction consisting of a set of unique Views and Tracks. More importantly, the Model class contains visibility information relating all of the Views and Tracks to each other. We identify each View uniquely based on the name (a string). A good name for the view is the filename of the image that corresponds to the View
When creating an SfM reconstruction, you should add each View and Track through the Model object. This will ensure that visibility information (such as which Tracks are observed a given View and which Views see a given Track) stays accurate. Views and Tracks are given a unique ID when added to the Model to help make use of these structures lightweight and efficient.
- class Model¶
- TrackId AddTrack(const std::vector<std::pair<std::string, Feature>>& track)¶
Add a track to the model with all of its features across views that observe this track. Each pair contains a feature and the corresponding View name (i.e., the string) that observes the feature. A new View will be created if a View with the view name does not already exist. This method will not estimate the position of the track. The TrackId returned will be unique or will be kInvalidTrackId if the method fails.
- bool RemoveTrack(const TrackId track_id)¶
Removes the track from the model and from any Views that observe this track. Returns true on success and false on failure (e.g., the track does not exist).
- const Track* Track(const TrackId track_id) const¶
- Track* MutableTrack(const TrackId track_id)¶
Returns the Track or a nullptr if the track does not exist.
- std::vector<TrackId> TrackIds() const¶
Return all TrackIds in the model.
- ViewId AddView(const std::string& view_name)¶
Adds a view to the model with the default initialization. The ViewId returned is guaranteed to be unique or will be kInvalidViewId if the method fails (e.g., if a view with that name already exists)
- bool RemoveView(const ViewId view_id)¶
Removes the view from the model and removes all references to the view in the tracks.
Note
It is possible to have tracks of length 0 after this method is executed.
- int NumViews() const¶
- int NumTracks() const¶
- const View* View(const ViewId view_id) const¶
- View* MutableView(const ViewId view_id)¶
Returns the View or a nullptr if the track does not exist.
- std::vector<ViewId> ViewIds() const¶
Return all ViewIds in the model.
- ViewId ViewIdFromName(const std::string& view_name) const¶
Returns to ViewId of the view name, or kInvalidViewId if the view does not exist.
Estimating Global Poses¶
Note
Documentation coming soon..
Triangulation¶
Triangulation in structure from motion calculates the 3D position of an image coordinate that has been tracked through several, if not many, images.
- bool Triangulate(const Matrix3x4d& pose1, const Matrix3x4d& pose2, const Eigen::Vector2d& point1, const Eigen::Vector2d& point2, Eigen::Vector4d* triangulated_point)¶
2-view triangulation using the method described in [Lindstrom]. This method is optimal in an L2 sense such that the reprojection errors are minimized while enforcing the epipolar constraint between the two cameras. Additionally, it basically the same speed as the TriangulateDLT() method.
The poses are the (potentially calibrated) poses of the two cameras, and the points are the 2D image points of the matched features that will be used to triangulate the 3D point. On successful triangulation, true is returned. The homogeneous 3d point is output so that it may be known if the point is at infinity.
- bool TriangulateDLT(const Matrix3x4d& pose1, const Matrix3x4d& pose2, const Eigen::Vector2d& point1, const Eigen::Vector2d& point2, Eigen::Vector4d* triangulated_point)¶
The DLT triangulation method of [HartleyZisserman].
- bool TriangulateMidpoint(const Eigen::Vector3d& origin1, const Eigen::Vector3d& ray_direction1, const Eigen::Vector3d& origin2, const Eigen::Vector3d& ray_direction2, Eigen::Vector4d* triangulated_point)¶
Perform triangulation by determining the closest point between the two rays. In this case, the ray origins are the camera positions and the directions are the (unit-norm) ray directions of the features in 3D space. This method is known to be suboptimal at minimizing the reprojection error, but is approximately 10x faster than the other 2-view triangulation methods.
- bool TriangulateNViewSVD(const std::vector<Matrix3x4d>& poses, const std::vector<Eigen::Vector2d>& points, Eigen::Vector3d* triangulated_point)¶
- bool TriangulateNView(const std::vector<Matrix3x4d>& poses, const std::vector<Eigen::Vector2d>& points, Eigen::Vector3d* triangulated_point)¶
We provide two N-view triangluation methods that minimizes an algebraic approximation of the geometric error. The first is the classic SVD method presented in [HartleyZisserman]. The second is a custom algebraic minimization. Note that we can derive an algebraic constraint where we note that the unit ray of an image observation can be stretched by depth \(\alpha\) to meet the world point \(X\) for each of the \(n\) observations:
\[\alpha_i \bar{x_i} = P_i X,\]for images \(i=1,\ldots,n\). This equation can be effectively rewritten as:
\[\alpha_i = \bar{x_i}^\top P_i X,\]which can be substituted into our original constraint such that:
\[\bar{x_i} \bar{x_i}^\top P_i X = P_i X\]\[0 = (P_i - \bar{x_i} \bar{x_i}^\top P_i) X\]We can then stack this constraint for each observation, leading to the linear least squares problem:
\[\begin{split}\begin{bmatrix} (P_1 - \bar{x_1} \bar{x_1}^\top P_1) \\ \vdots \\ (P_n - \bar{x_n} \bar{x_n}^\top P_n) \end{bmatrix} X = \textbf{0}\end{split}\]This system of equations is of the form \(AX=0\) which can be solved by extracting the right nullspace of \(A\). The right nullspace of \(A\) can be extracted efficiently by noting that it is equivalent to the nullspace of \(A^\top A\), which is a 4x4 matrix.
Bundle Adjustment¶
Note
Docmentation coming soon...
Similarity Transformation¶
- void AlignPointCloudsICP(const int num_points, const double left[], const double right[], double rotation[3 * 3], double translation[3])¶
We implement ICP for point clouds. We use Besl-McKay registration to align point clouds. We use SVD decomposition to find the rotation, as this is much more likely to find the global minimum as compared to traditional ICP, which is only guaranteed to find a local minimum. Our goal is to find the transformation from the left to the right coordinate system. We assume that the left and right models have the same number of points, and that the points are aligned by correspondence (i.e. left[i] corresponds to right[i]).
- void AlignPointCloudsUmeyama(const int num_points, const double left[], const double right[], double rotation[3 * 3], double translation[3], double* scale)¶
This function estimates the 3D similiarty transformation using the least squares method of [Umeyama]. The returned rotation, translation, and scale align the left points to the right such that \(Right = s * R * Left + t\).
- void GdlsSimilarityTransform(const std::vector<Eigen::Vector3d>& ray_origin, const std::vector<Eigen::Vector3d>& ray_direction, const std::vector<Eigen::Vector3d>& world_point, std::vector<Eigen::Quaterniond>* solution_rotation, std::vector<Eigen::Vector3d>* solution_translation, std::vector<double>* solution_scale)¶
Computes the solution to the generalized pose and scale problem based on the paper “gDLS: A Scalable Solution to the Generalized Pose and Scale Problem” by Sweeney et. al. [SweeneyGDLS]. Given image rays from one coordinate system that correspond to 3D points in another coordinate system, this function computes the rotation, translation, and scale that will align the rays with the 3D points. This is used for applications such as loop closure in SLAM and SfM. This method is extremely scalable and highly accurate because the cost function that is minimized is independent of the number of points. Theoretically, up to 27 solutions may be returned, but in practice only 4 real solutions arise and in almost all cases where n >= 6 there is only one solution which places the observed points in front of the camera. The rotation, translation, and scale are defined such that: \(sp_i + \alpha_i d_i = RX_i + t\) where the observed image ray has an origin at \(p_i\) in the unit direction \(d_i\) corresponding to 3D point \(X_i\).
ray_origin: the origin (i.e., camera center) of the image ray used in the 2D-3D correspondence.
ray_direction: Normalized image rays corresponding to model points. Must contain at least 4 points.
world_point: 3D location of features. Must correspond to the image_ray of the same index. Must contain the same number of points as image_ray, and at least 4.
solution_rotation: the rotation quaternion of the candidate solutions
solution_translation: the translation of the candidate solutions
solution_scale: the scale of the candidate solutions