Difference between revisions of "Kifu: Go game record (kifu) generator"

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(Kifu: Go game record (kifu) generator)
 
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'''Geometric projection:'''
 
'''Geometric projection:'''
  
It is necessary to map a point from the screen to a point of the goban rectangle,
+
It is necessary to map each point from a reference rectangle to a point
the corners screen coordinates, and the target rectangle proportions being known.
+
in the displayed shape, or vice-versa.
 +
 
 +
Without considering scene, camera or observer parameters.
 +
The only data available are the corner coordinates on the projection plane.
 +
 
 +
 
 +
Three methods for mapping the coordinates:
 +
 
 +
http://cipa.icomos.org/fileadmin/papers/potsdam/2001-21-gf01a.pdf
 +
 
 +
"2.2 Perspective transformation with two vanishing points"
 +
(pages 2 and 3, equations 7 and 10)
  
And for this, to compute a 3x3 transformation matrix to map any point of the
 
displayed quadrilateral shape to a rectangular shape.
 
  
Then you can compute proportionally the grid coordinates using the mapped coordinates.
+
http://www-prima.imag.fr/jlc/Courses/2002/DEA-IVR.VO/DEA-IVR.VO.S2.pdf
  
 +
Inverse homography and plane image rectification (page 14)
  
To compute the tranformation matrix, there is this untested formulae:
 
  
''(Maybe somebody could confirm it's worth writing code for H=X'Xt(XXt)^-1 ... :)''
+
Or to compute a 3x3 transformation matrix to map any point of the
 +
displayed quadrilateral shape to a rectangular shape.
  
 +
 +
To compute the tranformation matrix, somebody given me this '''unworking formulae.'''
 +
 +
(maybe i could just not use it properly) :
  
 
X: screen projection coordinates
 
X: screen projection coordinates
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http://www.sourceforge.net/projects/kifu
 
http://www.sourceforge.net/projects/kifu
  
http://sciences.ch/htmlfr/geometrie/geometrieanalytique01.php#eqcartplan
+
Perspective transformation:
 +
http://cipa.icomos.org/fileadmin/papers/potsdam/2001-21-gf01a.pdf
 +
 
 +
Inverse homography:
 +
http://www-prima.imag.fr/jlc/Courses/2002/DEA-IVR.VO/DEA-IVR.VO.S2.pdf
  
 
http://sciences.ch/htmlfr/geometrie/geometrieprojective01.php
 
http://sciences.ch/htmlfr/geometrie/geometrieprojective01.php

Revision as of 21:05, 5 August 2008

Image change detection:

Using vertical RGB components sums of a thresholded difference between a reference image and the current one, it is easy to compute the screen coordinates of a played stone

Geometric projection:

It is necessary to map each point from a reference rectangle to a point in the displayed shape, or vice-versa.

Without considering scene, camera or observer parameters. The only data available are the corner coordinates on the projection plane.


Three methods for mapping the coordinates:

http://cipa.icomos.org/fileadmin/papers/potsdam/2001-21-gf01a.pdf

"2.2 Perspective transformation with two vanishing points" (pages 2 and 3, equations 7 and 10)


http://www-prima.imag.fr/jlc/Courses/2002/DEA-IVR.VO/DEA-IVR.VO.S2.pdf

Inverse homography and plane image rectification (page 14)


Or to compute a 3x3 transformation matrix to map any point of the displayed quadrilateral shape to a rectangular shape.


To compute the tranformation matrix, somebody given me this unworking formulae.

(maybe i could just not use it properly) :

X: screen projection coordinates

X': goban corners coordinates

X=[x1 x2 x3 x4; y1 ... y4; 1 ... 1]

X'=[x1' x2' x3' x4'; y1' ... y4'; 1 ... 1]

H=X'Xt(XXt)^-1 (with Xt = transposed matrix of X)

p'=Hp

p'=[a;b;c]

x=a/c

y=b/c




Links:

irc://irc.freenode.net/#kifu

http://www.sourceforge.net/projects/kifu

Perspective transformation: http://cipa.icomos.org/fileadmin/papers/potsdam/2001-21-gf01a.pdf

Inverse homography: http://www-prima.imag.fr/jlc/Courses/2002/DEA-IVR.VO/DEA-IVR.VO.S2.pdf

http://sciences.ch/htmlfr/geometrie/geometrieprojective01.php