function [visiblePoints, visiblePointsCylinderIdx] = cylinderSampleProjection(K, cameraPose, imageSize, cylinders) % Project sampled points on cylinder to camera frame % Authors: Zhaoyang Lv import gtsam.* cylinder_num = size(cylinders, 1); %camera = SimpleCamera(cameraPose, K); camera = SimpleCamera.Lookat(cameraPose.translation(), cylinders{10}.centroid, Point3([0,0,1]'), K); visiblePoints = {}; visiblePointsCylinderIdx = []; for i = 1:cylinder_num point_num = size( cylinders{i}.Points, 1); % to check point visibility for j = 1:point_num sampledPoint3 = cylinders{i}.Points{j}; measurements2d = camera.project(sampledPoint3); % ignore points not visible in the scene if measurements2d.x < 0 || measurements2d.x >= imageSize.x ... || measurements2d.y < 0 || measurements2d.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 for k = 1:cylinder_num rayCameraToPoint = cameraPose.translation().between(sampledPoint3).vector(); rayCameraToCylinder = cameraPose.translation().between(cylinders{i}.centroid).vector(); rayCylinderToPoint = cylinders{i}.centroid.between(sampledPoint3).vector(); % Condition 1: all points in front of the cylinders' % surfaces are visible if dot(rayCylinderToPoint, rayCameraToCylinder) < 0 visiblePoints{end+1} = sampledPoint3; visiblePointsCylinderIdx = [visiblePointsCylinderIdx, i]; continue; end % Condition 2 projectedRay = dot(rayCameraToCylinder, rayCameraToPoint); if projectedRay > 0 rayCylinderToProjected = norm(projectedRay) / norm(rayCameraToPoint) * rayCameraToPoint; if rayCylinderToProjected(1) > cylinders{i}.radius && ... rayCylinderToProjected(2) > cylinders{i}.radius visiblePoints{end+1} = sampledPoint3; visiblePointsCylinderIdx = [visiblePointsCylinderIdx, i]; end end end end end end