function [visiblePoints] = cylinderSampleProjection(K, pose, imageSize, cylinders) % Input: % Output: % visiblePoints: data{k} 3D Point in overal point clouds with index k % Z{k} 2D measurements in overal point clouds with index k % index {i}{j} % i: the cylinder index; % j: the point index on the cylinder; % % @Description: Project sampled points on cylinder to camera frame % @Authors: Zhaoyang Lv import gtsam.* camera = SimpleCamera(pose, K); %% memory allocation cylinderNum = length(cylinders); %% check visiblity of points on each cylinder pointCloudIndex = 0; visiblePointIdx = 1; for i = 1:cylinderNum pointNum = length(cylinders{i}.Points); % to check point visibility for j = 1:pointNum pointCloudIndex = pointCloudIndex + 1; % Cheirality Exception sampledPoint3 = cylinders{i}.Points{j}; sampledPoint3local = pose.transformTo(sampledPoint3); if sampledPoint3local.z <= 0 continue; end Z2d = camera.project(sampledPoint3); % ignore points not visible in the scene if Z2d.x < 0 || Z2d.x >= imageSize.x || Z2d.y < 0 || Z2d.y >= imageSize.y continue; end % ignore points occluded % use a simple math hack to check occlusion: % 1. All points in front of cylinders' surfaces are visible % 2. For points behind the cylinders' surfaces, the cylinder visible = true; for k = 1:cylinderNum rayCameraToPoint = pose.translation().between(sampledPoint3).vector(); rayCameraToCylinder = pose.translation().between(cylinders{k}.centroid).vector(); rayCylinderToPoint = cylinders{k}.centroid.between(sampledPoint3).vector(); % Condition 1: all points in front of the cylinders' % surfaces are visible if dot(rayCylinderToPoint, rayCameraToCylinder) < 0 continue; else projectedRay = dot(rayCameraToCylinder, rayCameraToPoint) / norm(rayCameraToCylinder); if projectedRay > 0 %rayCylinderToProjected = rayCameraToCylinder - norm(projectedRay) / norm(rayCameraToPoint) * rayCameraToPoint; if rayCylinderToPoint(1) > cylinders{k}.radius && ... rayCylinderToPoint(2) > cylinders{k}.radius continue; else visible = false; break; end end end end if visible visiblePoints.data{visiblePointIdx} = sampledPoint3; visiblePoints.Z{visiblePointIdx} = Z2d; visiblePoints.cylinderIdx{visiblePointIdx} = i; visiblePoints.overallIdx{visiblePointIdx} = pointCloudIndex; visiblePointIdx = visiblePointIdx + 1; end end end end