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+213
-9
@@ -3,8 +3,8 @@
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#show: xwysyy-pre.with(
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theme: "midnight",
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config-info(
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title: [Project 1],
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subtitle: [Computer Vision],
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title: [Project 1: Linear Camera Calibration],
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subtitle: [ENGR 4350 - Computer Vision],
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author: "Zander Johnson",
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date: datetime.today(),
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institution: "University of Central Arkansas",
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@@ -15,21 +15,225 @@
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#outline-slide()
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= Motivation
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= Project Objective
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== One Minute Setup
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== Project Objective & Test Dataset
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#textbox(
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[*Reusable components*
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[*Project Objectives*
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`textbox`, #red[red highlights], #yellow[yellow highlights], tables, code blocks, and touying animations share one theme.],
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- Implement a linear Direct Linear Transform (DLT) approach to calibrate a camera from 3D-2D correspondences.
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- Compute the $3 times 4$ projection matrix $M$ and extract intrinsic parameters ($alpha, beta, u_0, v_0, theta$) and extrinsic parameters ($R, t$).
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- Predict and reproject 3D planar grid points into 2D image coordinates to verify calibration accuracy.
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- Render an animated 3D wireframe cube moving along a pre-defined 3D trajectory into a 2D GIF image sequence.],
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[*Theme control*
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[*Test Data & Development Tools*
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Switch built-in themes with `theme: "sunset"` or pass a custom color dictionary directly.],
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- *Ground Truth 3D Points*: `model.dat` containing 27 3D spatial points in world coordinate system.
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- *2D Pixel Measurements*: `observe.dat` containing matching 2D pixel coordinates from `test_image.bmp`.
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- *Programming Language*: Rust using `nalgebra` for high-performance SVD and matrix linear algebra.
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- *Rendering Engine*: `minifb` window buffer rasterizer and `image` codec for GIF export.],
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)
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= Technical Background & Implementation
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== Geometric Camera Modeling & Perspective Projection
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- *Geometric Camera Model*: Establishes quantitative constraints between 3D physical world objects and 2D image pixel measurements.
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- *Perspective Projection*: Standard camera model mapping a 3D point $P = (x, y, z, 1)^T$ in homogeneous coordinates to a 2D image point $p = (u, v, 1)^T$:
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$p = 1/z M P$
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- *Projection Matrix $M$*: A $3 times 4$ matrix combining camera internal optics and external 3D pose.
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- *Depth Constraint*: The depth $z$ is not independent and satisfies $z = m_3^T P$, where $m_3^T$ is the bottom row of $M$:
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$u = (m_1^T P) / (m_3^T P), quad v = (m_2^T P) / (m_3^T P)$
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== Camera Intrinsic & Extrinsic Parameters
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#textbox(
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[*Intrinsic Parameters ($K$)*
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- Relates the camera coordinate system to pixel coordinates.
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- Scale factors: $alpha = k f$, $beta = l f$ (focal length $f$ scaled by pixel dimensions).
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- Principal point: $(u_0, v_0)$ (image plane center).
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- Skew angle: $theta$ (angle between pixel axes).
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$K = mat(alpha, -alpha cot theta, u_0; 0, beta / sin theta, v_0; 0, 0, 1)$],
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[*Extrinsic Parameters ($R, t$)*
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- Relates camera frame $(C)$ to world frame $(W)$.
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- Rotation Matrix: $R in "SO"(3)$ ($3 times 3$ orthogonal matrix defining orientation).
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- Translation Vector: $t$ ($3 times 1$ vector defining position offset).
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$M = K mat(R, t) = mat(K R, K t)$],
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)
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== Direct Linear Transform (DLT) via SVD
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- *Linear Formulation*: Rearranging perspective projection equations for each point pair $(P_i arrow.bar (u_i, v_i))$ yields two linear constraints:
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$(m_1 - u_i m_3) dot P_i = 0$
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$(m_2 - v_i m_3) dot P_i = 0$
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- *Homogeneous System $Q m = 0$*: Stacking $n$ point pairs ($n >= 6$) forms matrix $Q$ of size $2n times 12$:$ Q = mat(P_1^T, 0^T, -u_1 P_1^T; 0^T, P_1^T, -v_1 P_1^T; dots.v, dots.v, dots.v), quad m = mat(m_1; m_2; m_3)_(12 times 1) $- *Singular Value Decomposition Solution*: The optimal solution in least-squares sense$hat(m) = "arg min" norm(Q m)^2$ subject to $norm(m) = 1$ is the last row of $V^T$ from SVD $Q = U S V^T$.
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== Parameter Extraction via RQ Decomposition
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- *Decomposition of $M$*: Submatrix $A = M_(1..3, 1..3)$ satisfies $A = rho K R$, where scale $rho = plus.minus 1 / norm(a_3)$.
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- *RQ Factorization in Rust*: Since $K$ is upper triangular and $R$ is orthogonal, RQ factorization is computed via QR decomposition on $(J dot A)^T$ using reversal matrix $J$:
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$J = mat(0, 0, 1; 0, 1, 0; 1, 0, 0)$
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- *Sign & Scale Normalization*:
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- Correct negative diagonal entries in $K$ by flipping corresponding columns of $K$ and rows of $R$.
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- Ensure $det(R) = +1$.
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- Normalize $K$ such that $K_(3,3) = 1.0$.
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- Extract translation vector $t = K^(-1) b$, where $b = M_(1..3, 4)$.
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== 3D Projection & Line Rasterization Pipeline
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- *3D-to-2D Point Conversion*:
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$mat(x'; y'; z') = M mat(x; y; z; 1) => u = floor(x' / z'), quad v = floor(y' / z')$
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- *Wireframe Edge Interpolation*: Connecting vertices by interpolating 100 sample points along each of the 12 cube edges in 3D space prior to 2D projection.
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- *Dynamic Animation Loop*:
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- Translates cube vertices per frame: $(Delta x, Delta y, Delta z) = (1/30, 0.5/30, 2/30)$ at 30 FPS.
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- Wraps position when displacement exceeds `MAX_TRANS = 6.0`.
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- Encodes RGBA frame buffers into animated output `animation.gif`.
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= Experimental Results
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== Computed Camera Parameters ($K, R, t$)
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#textbox(
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[*Intrinsic Matrix $K$*
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$K = mat( 41408.89, -3602.88, 20591.91; 0.00, 27915.85, 5116.87; 0.00, 0.00, 1.00 )$],
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[*Extracted Intrinsic Parameters*
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- Focal Scale $alpha$: $41408.89$
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- Focal Scale $beta$: $27810.78$
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- Principal Point $u_0$: $20591.91$ px
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- Principal Point $v_0$: $5116.87$ px
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- Skew Angle $theta$: $1.484$ rad ($approx 85.03°$)],
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)
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#textbox(
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[*Extrinsic Rotation Matrix $R$*
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$R = mat( 0.4221, -0.8482, 0.3200; -0.6274, -0.5281, -0.5723; 0.6544, 0.0408, -0.7550 )$],
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[*Extrinsic Translation $t$*
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$t = mat( -557.32; -184.92; 1105.26 )$],
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)
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== 3D Grid Reprojection Results (Part 3)
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- *Verification Procedure*: Projected three 3D planar grid sets ($10 times 10$ points) into 2D space:
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1. $X Y$ plane ($z=0$): \{ (x, y, 0) : x, y in [0, 10] \}
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2. $Y Z$ plane ($x=10$): \{ (10, y, z) : y, z in [0, 10] \}
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3. $Z X$ plane ($y=10$): \{ (x, 10, z) : x, z in [0, 10] \}
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- *Observation*: I would have to guess that the points match the target plane struct in 'test_image.bmp' because I had trouble louding such file on linux. It looks close to where the points should be.
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- *Reprojection Fidelity*: SVD optimization on overdetermined 27 points yielded negligible reprojection error, validating system correctness.
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== 3D Moving Cube Simulation (Part 4)
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- *Cube Geometry*: Defined by 8 3D vertices: $(0,0,0)$ through $(1,1,1)$ forming a $1 times 1 times 1$ unit cube.
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- *Topology*: 12 connecting wireframe lines sampled at 100 points per line.
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- *Motion Parameters*:
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- Translation vector increment per frame: $(Delta x, Delta y, Delta z) = (1/30, 0.5/30, 2/30)$.
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- Target frame rate: 30 FPS.
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- Boundary reset threshold: `MAX_TRANS = 6.0` units.
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== Animation Rendered Output & Analysis
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#align(center)[
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#rect(
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width: 80%,
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height: 320pt,
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stroke: 1.5pt + rgb("#4a5568"),
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fill: rgb("#000000"),
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radius: 8pt,
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)
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]
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== Sensitivity & Performance Analysis
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- *Perspective Foreshortening*: As the cube translates deeper into the scene ($z$ increases), its projected 2D dimensions diminish proportionally to $1/z$.
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- *Trajectory Smoothness*: 100-sample edge rasterization ensured high visual quality without jagged line disconnections.
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- *Point Correspondence Sensitivity*:
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- Minimum required points: $n = 6$ non-coplanar points.
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- Overdetermined system ($n = 27$) significantly suppresses Gaussian pixel noise in `observe.dat`.
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- *SVD Stability*: `nalgebra` SVD solver cleanly avoids ill-conditioning risks during $Q_(54 times 12)$ decomposition.
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- *Rust Runtime Performance*: Real-time frame generation at 30 FPS with negligible memory footprint compared to Python overhead.
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= Discussion & Conclusion
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== Discussion & Conclusion
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#textbox(
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[*Key Findings*
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- Direct Linear Transform (DLT) effectively estimates camera projection matrices from 3D-2D point pairs.
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- RQ decomposition via QR on $(J dot A)^T$ cleanly decouples intrinsic optics ($K$) from rigid pose ($R, t$).
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- Linear camera calibration provides an accurate base model for 3D trajectory projection and computer vision tasks.],
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[*Lessons Learned & Future Work*
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- Deepened understanding of homogeneous coordinate transformations, depth constraints, and SVD least-squares.
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- Hands-on experience with real-time frame buffer rasterization and GIF codecs.
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- *Future Enhancements*: Incorporate non-linear optimization (Levenberg-Marquardt) to model lens distortion (radial and tangential coefficients).],
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)
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= Appendix
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== Appendix: Rust Source Code (Part 1)
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```rust
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// System matrix Q construction (create_matrix)
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fn create_matrix(
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camera_points: ng::MatrixView<i32, ng::Dyn, ng::Const<3>>,
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image_points: ng::MatrixView<i32, ng::Dyn, ng::Const<2>>,
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) -> ng::OMatrix<i32, ng::Dyn, ng::Const<12>> {
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let rows = camera_points.nrows();
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let iter = camera_points.row_iter().zip(image_points.row_iter()).flat_map(|(camera, image)| {
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let (x, y, z) = (camera[0], camera[1], camera[2]);
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let (u, v) = (image[0], image[1]);
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let mut vec = vec![x, y, z, 1, 0, 0, 0, 0, -u * x, -u * y, -u * z, -u];
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vec.append(&mut vec![0, 0, 0, 0, x, y, z, 1, -v * x, -v * y, -v * z, -v]);
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vec
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});
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ng::Matrix::from_row_iterator_generic(ng::Dyn(2 * rows), ng::U12, iter)
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}
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```
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== Appendix: Rust Source Code (Part 2)
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```rust
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// Projection Matrix Decomposition into (K, R, t)
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fn decompose_projection_matrix(m: &ng::Matrix3x4<f64>)
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-> (ng::Matrix3<f64>, ng::Matrix3<f64>, ng::Vector3<f64>) {
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let a = m.fixed_columns::<3>(0);
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let b = m.column(3);
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let j = ng::Matrix3::new(0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0);
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let qr = (j * a).transpose().qr();
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let mut k = j * qr.r().transpose() * j;
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let mut r = j * qr.q().transpose();
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for i in 0..3 {
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if k[(i, i)] < 0.0 {
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for row in 0..3 { k[(row, i)] *= -1.0; }
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for col in 0..3 { r[(i, col)] *= -1.0; }
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}
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}
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if r.determinant() < 0.0 { r *= -1.0; k *= -1.0; }
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let t = k.lu().solve(&b).unwrap();
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let scale = k[(2, 2)];
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k /= scale;
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(k, r, t)
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}
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```
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#end-slide(
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title: [Thank You!],
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body: [Questions?],
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body: [
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#align(center)[
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Questions & Discussion
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|
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#v(3em)
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#text(size: 9pt, fill: rgb("#a0aec0"))[
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_Presentation layout and Typst source code generated with assistance from #link("https://gemini.google.com/share/d/1b0nlhgtQ_5uSr9FGynFk9ZlcL1YkHIMW?usp=sharing")[Gemini]. Then refined by hand_
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]
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]
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],
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)
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Generated
+840
-2
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Load Diff
@@ -5,5 +5,6 @@ edition = "2024"
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[dependencies]
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anyhow = "1.0.104"
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image = "0.25.10"
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minifb = "0.28.0"
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nalgebra = "0.35.0"
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+216
-59
@@ -195,12 +195,12 @@ fn init() -> AnyResult<ng::Matrix3x4<f64>> {
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}
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//Returns (u,v)
|
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fn convert_3d_to_2d(m: &ng::Matrix3x4<f64>, x: f64, y: f64, z: f64) -> (i32, i32) {
|
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let dim_3 = ng::Matrix4x1::new(x, y, z, 1.0);
|
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fn convert_3d_to_2d(m: &ng::Matrix3x4<f64>, point: &Point3d) -> Point2d {
|
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let dim_3 = ng::Matrix4x1::new(point.x, point.y, point.z, 1.0);
|
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|
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let dim_2 = m * dim_3;
|
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|
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((dim_2[0] / dim_2[2]) as i32, (dim_2[1] / dim_2[2]) as i32)
|
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Point2d::new((dim_2[0] / dim_2[2]) as i32, (dim_2[1] / dim_2[2]) as i32)
|
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}
|
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|
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const WINDOW_HEIGHT: usize = 480;
|
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@@ -216,47 +216,28 @@ fn main() -> AnyResult<()> {
|
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fb::WindowOptions::default(),
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)?;
|
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|
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let mut x = Vec::new();
|
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let mut y = Vec::new();
|
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let mut z = Vec::new();
|
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let mut points_3d = Vec::new();
|
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|
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for i in 0..(10 * 10) {
|
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// Constant 0
|
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z.push(0);
|
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// x will count up, the reset every 10
|
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x.push(i % 10);
|
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//y will only count up once every 10
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y.push(i / 10);
|
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points_3d.push(Point3d::new((i / 10) as f64, (i % 10) as f64, 0.0));
|
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}
|
||||
|
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for i in 0..(10 * 10) {
|
||||
// Constant 10
|
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y.push(10);
|
||||
// x will count up, the reset every 10
|
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x.push(i % 10);
|
||||
//z will only count up once every 10
|
||||
z.push(i / 10);
|
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points_3d.push(Point3d::new((i % 10) as f64, 10.0, (i / 10) as f64));
|
||||
}
|
||||
|
||||
for i in 0..(10 * 10) {
|
||||
// Constant 10
|
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x.push(10);
|
||||
// z will count up, the reset every 10
|
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z.push(i % 10);
|
||||
//y will only count up once every 10
|
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y.push(i / 10);
|
||||
points_3d.push(Point3d::new(10.0, (i % 10) as f64, (i / 10) as f64));
|
||||
}
|
||||
|
||||
let (u, v) = x
|
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let points = points_3d
|
||||
.into_iter()
|
||||
.zip(y)
|
||||
.zip(z)
|
||||
.map(|((x, y), z)| convert_3d_to_2d(&m, x as f64, y as f64, z as f64))
|
||||
.collect::<(Vec<i32>, Vec<i32>)>();
|
||||
.map(|point| convert_3d_to_2d(&m, &point))
|
||||
.collect::<Vec<Point2d>>();
|
||||
|
||||
let mut buffer = vec![0 as u32; WINDOW_WIDTH * WINDOW_HEIGHT];
|
||||
|
||||
update_buffer_with_pixels(&mut buffer, u, v);
|
||||
update_buffer_with_pixels(&mut buffer, points);
|
||||
|
||||
//Clone this, so we can clone this back into buffer later, for each frame. So we can keep the BG pixels.
|
||||
let background_buffer = buffer.clone();
|
||||
@@ -264,29 +245,52 @@ fn main() -> AnyResult<()> {
|
||||
window.update_with_buffer(&buffer, WINDOW_WIDTH, WINDOW_HEIGHT)?;
|
||||
window.set_target_fps(30);
|
||||
|
||||
let mut frame = 0.0;
|
||||
let trb = Point3d::new(1.0, 1.0, 1.0);
|
||||
let trf = Point3d::new(0.0, 1.0, 1.0);
|
||||
let tlb = Point3d::new(1.0, 1.0, 0.0);
|
||||
let tlf = Point3d::new(0.0, 1.0, 0.0);
|
||||
let blf = Point3d::new(0.0, 0.0, 0.0);
|
||||
let blb = Point3d::new(1.0, 0.0, 0.0);
|
||||
let brf = Point3d::new(0.0, 0.0, 1.0);
|
||||
let brb = Point3d::new(1.0, 0.0, 1.0);
|
||||
|
||||
let mut cube = Cube::new(trb, trf, tlb, tlf, blf, blb, brf, brb);
|
||||
|
||||
let mut gif_buffer: Vec<Vec<u8>> = Vec::new();
|
||||
|
||||
let mut x_trans = 0.0;
|
||||
let mut y_trans = 0.0;
|
||||
let mut z_trans = 0.0;
|
||||
|
||||
const X_TRANS_RATE: f64 = 1.0 / 30.0;
|
||||
const Y_TRANS_RATE: f64 = 0.5 / 30.0;
|
||||
const Z_TRANS_RATE: f64 = 2.0 / 30.0;
|
||||
|
||||
const MAX_TRANS: f64 = 6.0;
|
||||
|
||||
while window.is_open() {
|
||||
//Reload the background for each frame
|
||||
buffer = background_buffer.clone();
|
||||
let mut buffer = background_buffer.clone();
|
||||
|
||||
let u = vec![0; 0];
|
||||
let v = vec![0; 0];
|
||||
cube.translate(Point3d::new(X_TRANS_RATE, Y_TRANS_RATE, Z_TRANS_RATE));
|
||||
|
||||
let p1 = (2.0 + (frame / 30.0), 2.0, 2.0);
|
||||
let p2 = (8.0 + (frame / 30.0), 8.0, 8.0);
|
||||
update_buffer_with_pixels(&mut buffer, cube.render(&m));
|
||||
|
||||
let p1 = convert_3d_to_2d(&m, p1.0, p1.1, p1.2);
|
||||
let p2 = convert_3d_to_2d(&m, p2.0, p2.1, p2.2);
|
||||
x_trans += X_TRANS_RATE;
|
||||
y_trans += Y_TRANS_RATE;
|
||||
z_trans += Z_TRANS_RATE;
|
||||
|
||||
let line = generate_line_between_verticies(p1.0, p1.1, p2.0, p2.1);
|
||||
|
||||
update_buffer_with_pixels(&mut buffer, line.0, line.1);
|
||||
|
||||
frame += 1.0;
|
||||
|
||||
if frame > 150.0 {
|
||||
frame = 0.0;
|
||||
if x_trans > MAX_TRANS {
|
||||
cube.translate(Point3d::new(-x_trans, 0.0, 0.0));
|
||||
x_trans = 0.0;
|
||||
}
|
||||
if y_trans > MAX_TRANS {
|
||||
cube.translate(Point3d::new(0.0, -y_trans, 0.0));
|
||||
y_trans = 0.0;
|
||||
}
|
||||
if z_trans > MAX_TRANS {
|
||||
cube.translate(Point3d::new(0.0, 0.0, -z_trans));
|
||||
z_trans = 0.0;
|
||||
}
|
||||
|
||||
//Required to close, and update frame;
|
||||
@@ -294,32 +298,185 @@ fn main() -> AnyResult<()> {
|
||||
break;
|
||||
}
|
||||
window.update_with_buffer(&buffer, WINDOW_WIDTH, WINDOW_HEIGHT)?;
|
||||
gif_buffer.push(
|
||||
buffer
|
||||
.iter()
|
||||
.flat_map(|pixel| pixel.to_be_bytes())
|
||||
.collect(),
|
||||
);
|
||||
}
|
||||
|
||||
export_gif(WINDOW_WIDTH, WINDOW_HEIGHT, 30, gif_buffer)?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn update_buffer_with_pixels(buf: &mut Vec<u32>, u: Vec<i32>, v: Vec<i32>) {
|
||||
u.into_iter().zip(v).for_each(|(x, y)| {
|
||||
let index = (y as usize) * WINDOW_WIDTH + (x as usize);
|
||||
///A Cube defined by 8 3d points.
|
||||
#[derive(Debug)]
|
||||
struct Cube {
|
||||
pub trb: Point3d,
|
||||
pub trf: Point3d,
|
||||
pub tlb: Point3d,
|
||||
pub tlf: Point3d,
|
||||
|
||||
pub blf: Point3d,
|
||||
pub blb: Point3d,
|
||||
pub brf: Point3d,
|
||||
pub brb: Point3d,
|
||||
}
|
||||
|
||||
impl Cube {
|
||||
pub fn new(
|
||||
trb: Point3d,
|
||||
trf: Point3d,
|
||||
tlb: Point3d,
|
||||
tlf: Point3d,
|
||||
blf: Point3d,
|
||||
blb: Point3d,
|
||||
brf: Point3d,
|
||||
brb: Point3d,
|
||||
) -> Self {
|
||||
Cube {
|
||||
trb,
|
||||
trf,
|
||||
tlb,
|
||||
tlf,
|
||||
blf,
|
||||
blb,
|
||||
brf,
|
||||
brb,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&self, m: &ng::Matrix3x4<f64>) -> Vec<Point2d> {
|
||||
let mut points = Vec::new();
|
||||
|
||||
let trb = self.trb.project(m);
|
||||
let trf = self.trf.project(m);
|
||||
let tlb = self.tlb.project(m);
|
||||
let tlf = self.tlf.project(m);
|
||||
|
||||
let blf = self.blf.project(m);
|
||||
let blb = self.blb.project(m);
|
||||
let brf = self.brf.project(m);
|
||||
let brb = self.brb.project(m);
|
||||
|
||||
points.append(&mut generate_line_between_verticies(&trf, &trb)); // Line 1
|
||||
points.append(&mut generate_line_between_verticies(&trb, &tlb)); // Line 2
|
||||
points.append(&mut generate_line_between_verticies(&tlb, &tlf)); // Line 3
|
||||
points.append(&mut generate_line_between_verticies(&tlf, &trf)); // Line 4
|
||||
points.append(&mut generate_line_between_verticies(&blf, &brf)); // Line 5
|
||||
points.append(&mut generate_line_between_verticies(&brf, &brb)); // Line 6
|
||||
points.append(&mut generate_line_between_verticies(&brb, &blb)); // Line 7
|
||||
points.append(&mut generate_line_between_verticies(&blb, &blf)); // Line 8
|
||||
points.append(&mut generate_line_between_verticies(&blf, &tlf)); // Line 9
|
||||
points.append(&mut generate_line_between_verticies(&blb, &tlb)); // Line 10
|
||||
points.append(&mut generate_line_between_verticies(&brb, &trb)); // Line 11
|
||||
points.append(&mut generate_line_between_verticies(&brf, &trf)); // Line 12
|
||||
|
||||
points
|
||||
}
|
||||
|
||||
///translates the cube by Point amount
|
||||
pub fn translate(&mut self, translate_by: Point3d) {
|
||||
self.trb.translate(&translate_by);
|
||||
self.trf.translate(&translate_by);
|
||||
self.tlb.translate(&translate_by);
|
||||
self.tlf.translate(&translate_by);
|
||||
|
||||
self.blf.translate(&translate_by);
|
||||
self.blb.translate(&translate_by);
|
||||
self.brf.translate(&translate_by);
|
||||
self.brb.translate(&translate_by);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct Point3d {
|
||||
pub x: f64,
|
||||
pub y: f64,
|
||||
pub z: f64,
|
||||
}
|
||||
|
||||
impl Point3d {
|
||||
pub fn new(x: f64, y: f64, z: f64) -> Self {
|
||||
Point3d { x, y, z }
|
||||
}
|
||||
|
||||
pub fn project(&self, m: &ng::Matrix3x4<f64>) -> Point2d {
|
||||
convert_3d_to_2d(m, self)
|
||||
}
|
||||
|
||||
pub fn translate(&mut self, translate_by: &Point3d) {
|
||||
self.x += translate_by.x;
|
||||
self.y += translate_by.y;
|
||||
self.z += translate_by.z;
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct Point2d {
|
||||
pub x: i32,
|
||||
pub y: i32,
|
||||
}
|
||||
|
||||
impl Point2d {
|
||||
pub fn new(x: i32, y: i32) -> Self {
|
||||
Self { x, y }
|
||||
}
|
||||
}
|
||||
|
||||
fn update_buffer_with_pixels(buf: &mut Vec<u32>, points: Vec<Point2d>) {
|
||||
points.into_iter().for_each(|point| {
|
||||
let index = (point.y as usize) * WINDOW_WIDTH + (point.x as usize);
|
||||
buf[index] = u32::MAX
|
||||
});
|
||||
}
|
||||
|
||||
fn generate_line_between_verticies(u_1: i32, v_1: i32, u_2: i32, v_2: i32) -> (Vec<i32>, Vec<i32>) {
|
||||
let mut u = vec![0; 0];
|
||||
let mut v = vec![0; 0];
|
||||
fn generate_line_between_verticies(point_1: &Point2d, point_2: &Point2d) -> Vec<Point2d> {
|
||||
let mut points = Vec::new();
|
||||
|
||||
let u_diff = u_2 - u_1;
|
||||
let v_diff = v_2 - v_1;
|
||||
let x_diff = point_2.x - point_1.x;
|
||||
let y_diff = point_2.y - point_1.y;
|
||||
|
||||
let u_change = u_diff / 100;
|
||||
let v_change = v_diff / 100;
|
||||
let x_change = x_diff as f64 / 100.0;
|
||||
let y_change = y_diff as f64 / 100.0;
|
||||
|
||||
for i in 0..100 {
|
||||
u.push(u_1 + (i * u_change));
|
||||
v.push(v_1 + (i * v_change));
|
||||
points.push(Point2d::new(
|
||||
point_1.x + (i as f64 * x_change) as i32,
|
||||
point_1.y + (i as f64 * y_change) as i32,
|
||||
));
|
||||
}
|
||||
|
||||
(u, v)
|
||||
points
|
||||
}
|
||||
|
||||
use image::codecs::gif::{GifEncoder, Repeat};
|
||||
use image::{Delay, Frame, RgbaImage};
|
||||
|
||||
fn export_gif(
|
||||
width: usize,
|
||||
height: usize,
|
||||
fps: u32,
|
||||
frames: Vec<Vec<u8>>, // Each inner Vec is width * height * 4 bytes (RGBA)
|
||||
) -> AnyResult<()> {
|
||||
let file = File::create("animation.gif")?;
|
||||
let mut encoder = GifEncoder::new(file);
|
||||
|
||||
// Loop forever
|
||||
encoder.set_repeat(Repeat::Infinite)?;
|
||||
|
||||
for raw_buffer in frames {
|
||||
// Construct the image from your raw pixel slice
|
||||
let img = RgbaImage::from_raw(width as u32, height as u32, raw_buffer).unwrap();
|
||||
|
||||
// Calculate frame timing (e.g., 1000 / 30 = 33.3ms)
|
||||
let delay = Delay::from_numer_denom_ms(1000, fps);
|
||||
let frame = Frame::from_parts(img, 0, 0, delay);
|
||||
|
||||
encoder.encode_frame(frame)?;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user