原理部分网上其他文章[1][2]也已经说的比较明白了,这里不再赘述。
参考论文作者开源的Matlab代码[3]和github上的C++代码[4]进行说明(不得不说还是Matlab代码更优雅)
论文方法总体分两部,第一部是在画面中找到所有的类棋盘格角点,第二步是角点的基础上构建出棋盘格形状。

论文寻找角点的思想是用2x4个模板对输入图像进行逐像素匹配,得到类棋盘格角点,然后使用优化方法对角点进行亚像素优化得到最终角点;

寻找角点算法流程如下:

总体来说寻找角点的流程可分为4步:
论文中模板匹配使用了2x4个模板(见上述)对全图像进行匹配,为了适应不同尺度的棋盘格图像,论文创建了3种不同尺度的2x4个模板。
- % 3 scales
- radius(1) = 4;
- radius(2) = 8;
- radius(3) = 12;
-
- % template properties
- template_props = [
- 0 pi/2 radius(1); pi/4 -pi/4 radius(1); % 小尺度
- 0 pi/2 radius(2); pi/4 -pi/4 radius(2); % 中尺度
- 0 pi/2 radius(3); pi/4 -pi/4 radius(3)]; % 大尺度
-
- disp('Filtering ...');
-
- % filter image
- img_corners = zeros(size(img,1),size(img,2));
- for template_class=1:size(template_props,1)
-
- % create correlation template
- template = createCorrelationPatch(template_props(template_class,1),template_props(template_class,2),template_props(template_class,3));
-
- % filter image according with current template
- img_corners_a1 = conv2(img,template.a1,'same');
- img_corners_a2 = conv2(img,template.a2,'same');
- img_corners_b1 = conv2(img,template.b1,'same');
- img_corners_b2 = conv2(img,template.b2,'same');
- end
在得到不同模板的结果后需要进行结果融合,论文给的公式是:

对应的实现是:
- % compute mean
- img_corners_mu = (img_corners_a1+img_corners_a2+img_corners_b1+img_corners_b2)/4;
-
- % case 1: a=white, b=black
- img_corners_a = min(img_corners_a1-img_corners_mu,img_corners_a2-img_corners_mu);
- img_corners_b = min(img_corners_mu-img_corners_b1,img_corners_mu-img_corners_b2);
- img_corners_1 = min(img_corners_a,img_corners_b);
-
- % case 2: b=white, a=black
- img_corners_a = min(img_corners_mu-img_corners_a1,img_corners_mu-img_corners_a2);
- img_corners_b = min(img_corners_b1-img_corners_mu,img_corners_b2-img_corners_mu);
- img_corners_2 = min(img_corners_a,img_corners_b);
-
- % update corner map
- img_corners = max(img_corners,img_corners_1);
- img_corners = max(img_corners,img_corners_2);
这个就不详细介绍了,反正就是非极大值抑制...
论文中对于角点优化说的不咋详细,所以主要参考作者的开源代码。这一部分主要的步骤是:
- function [v1,v2] = edgeOrientations(img_angle,img_weight)
-
- % init v1 and v2
- v1 = [0 0];
- v2 = [0 0];
-
- % number of bins (histogram parameter)
- bin_num = 32;
-
- % convert images to vectors
- vec_angle = img_angle(:);
- vec_weight = img_weight(:);
-
- % convert angles from normals to directions
- vec_angle = vec_angle+pi/2;
- vec_angle(vec_angle>pi) = vec_angle(vec_angle>pi)-pi;
-
- % create histogram
- angle_hist = zeros(1,bin_num);
- for i=1:length(vec_angle)
- bin = max(min(floor(vec_angle(i)/(pi/bin_num)),bin_num-1),0)+1;
- angle_hist(bin) = angle_hist(bin)+vec_weight(i);
- end
-
- % find modes of smoothed histogram
- [modes,angle_hist_smoothed] = findModesMeanShift(angle_hist,1);
-
- % if only one or no mode => return invalid corner
- if size(modes,1)<=1
- return;
- end
-
- % compute orientation at modes
- modes(:,3) = (modes(:,1)-1)*pi/bin_num;
-
- % extract 2 strongest modes and sort by angle
- modes = modes(1:2,:);
- [foo idx] = sort(modes(:,3),1,'ascend');
- modes = modes(idx,:);
-
- % compute angle between modes
- delta_angle = min(modes(2,3)-modes(1,3),modes(1,3)+pi-modes(2,3));
-
- % if angle too small => return invalid corner
- if delta_angle<=0.3
- return;
- end
-
- % set statistics: orientations
- v1 = [cos(modes(1,3)) sin(modes(1,3))];
- v2 = [cos(modes(2,3)) sin(modes(2,3))];
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- % corner orientation refinement %
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- A1 = zeros(2,2);
- A2 = zeros(2,2);
-
- for u=max(cu-r,1):min(cu+r,width)
- for v=max(cv-r,1):min(cv+r,height)
-
- % pixel orientation vector
- o = [img_du(v,u) img_dv(v,u)];
- if norm(o)<0.1
- continue;
- end
- o = o/norm(o);
-
- % robust refinement of orientation 1
- if abs(o*v1')<0.25 % inlier?
- A1(1,:) = A1(1,:) + img_du(v,u) * [img_du(v,u) img_dv(v,u)];
- A1(2,:) = A1(2,:) + img_dv(v,u) * [img_du(v,u) img_dv(v,u)];
- end
-
- % robust refinement of orientation 2
- if abs(o*v2')<0.25 % inlier?
- A2(1,:) = A2(1,:) + img_du(v,u) * [img_du(v,u) img_dv(v,u)];
- A2(2,:) = A2(2,:) + img_dv(v,u) * [img_du(v,u) img_dv(v,u)];
- end
-
- end
- end
-
- % set new corner orientation
- [v1,foo1] = eig(A1); v1 = v1(:,1)'; corners.v1(i,:) = v1;
- [v2,foo2] = eig(A2); v2 = v2(:,1)'; corners.v2(i,:) = v2;
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- % corner location refinement %
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- G = zeros(2,2);
- b = zeros(2,1);
- for u=max(cu-r,1):min(cu+r,width)
- for v=max(cv-r,1):min(cv+r,height)
-
- % pixel orientation vector
- o = [img_du(v,u) img_dv(v,u)];
- if norm(o)<0.1
- continue;
- end
- o = o/norm(o);
-
- % robust subpixel corner estimation
- if u~=cu || v~=cv % do not consider center pixel
-
- % compute rel. position of pixel and distance to vectors
- w = [u v]-[cu cv];
- d1 = norm(w-w*v1'*v1);
- d2 = norm(w-w*v2'*v2);
-
- % if pixel corresponds with either of the vectors / directions
- if d1<3 && abs(o*v1')<0.25 || d2<3 && abs(o*v2')<0.25
- du = img_du(v,u);
- dv = img_dv(v,u);
- H = [du dv]'*[du dv];
-
- G = G + H;
- b = b + H*[u v]';
- end
- end
- end
- end
-
- % set new corner location if G has full rank
- if rank(G)==2
- corner_pos_old = corners.p(i,:);
- corner_pos_new = (G\b)';
- corners.p(i,:) = corner_pos_new;
-
- % set corner to invalid, if position update is very large
- if norm(corner_pos_new-corner_pos_old)>=4
- corners.v1(i,:) = [0 0];
- corners.v2(i,:) = [0 0];
- end
-
- % otherwise: set corner to invalid
- else
- corners.v1(i,:) = [0 0];
- corners.v2(i,:) = [0 0];
- end
分数计算是用来计算每个角点的得分,然后与用户设置的阈值进行比较,如果超过阈值则为合格角点。这里论文说的和代码里面的有点对不上感觉,论文说方法的是求角点附近图像的二阶导,然后和一个模板做normalized cross-correlation;但是代码里面实现的方式是:
- % center
- c = ones(1,2)*(size(img_weight,1)+1)/2;
-
- % compute gradient filter kernel (bandwith = 3 px)
- img_filter = -1*ones(size(img_weight,1),size(img_weight,2));
- for x=1:size(img_weight,2)
- for y=1:size(img_weight,1)
- p1 = [x y]-c;
- p2 = p1*v1'*v1;
- p3 = p1*v2'*v2;
- if norm(p1-p2)<=1.5 || norm(p1-p3)<=1.5
- img_filter(y,x) = +1;
- end
- end
- end
- % convert into vectors
- vec_weight = img_weight(:);
- vec_filter = img_filter(:);
-
- % normalize
- vec_weight = (vec_weight-mean(vec_weight))/std(vec_weight);
- vec_filter = (vec_filter-mean(vec_filter))/std(vec_filter);
-
- % compute gradient score
- score_gradient = max(sum(vec_weight.*vec_filter)/(length(vec_weight)-1),0);
- % create intensity filter kernel
- template = createCorrelationPatch(atan2(v1(2),v1(1)),atan2(v2(2),v2(1)),c(1)-1);
-
- % checkerboard responses
- a1 = sum(template.a1(:).*img(:));
- a2 = sum(template.a2(:).*img(:));
- b1 = sum(template.b1(:).*img(:));
- b2 = sum(template.b2(:).*img(:));
-
- % mean
- mu = (a1+a2+b1+b2)/4;
-
- % case 1: a=white, b=black
- score_a = min(a1-mu,a2-mu);
- score_b = min(mu-b1,mu-b2);
- score_1 = min(score_a,score_b);
-
- % case 2: b=white, a=black
- score_a = min(mu-a1,mu-a2);
- score_b = min(b1-mu,b2-mu);
- score_2 = min(score_a,score_b);
-
- % intensity score: max. of the 2 cases
- score_intensity = max(max(score_1,score_2),0);
不知道论文和代码中的方法是否等价,留以后考证。
这部分主要是对计算角点的主方向做一个调整,以减少后面多图像匹配(我们用不到)过程中的歧义性
- % make v1(:,1)+v1(:,2) positive (=> comparable to c++ code)
- idx = corners.v1(:,1)+corners.v1(:,2)<0;
- corners.v1(idx,:) = -corners.v1(idx,:);
-
- % make all coordinate systems right-handed (reduces matching ambiguities from 8 to 4)
- corners_n1 = [corners.v1(:,2) -corners.v1(:,1)];
- flip = -sign(corners_n1(:,1).*corners.v2(:,1)+corners_n1(:,2).*corners.v2(:,2));
- corners.v2 = corners.v2.*(flip*ones(1,2));
论文提出的棋盘格构建是基于生长的方法,所以首先要选定几个点作为初始棋盘格,然后在初始棋盘格的基础上向外生长,在生长的过程中需要对多种可能的生长方式进行判断,判断新生长出来的棋盘格是不是最优,最终得到最优的棋盘格结构。

通过上述步骤,可以得到多个棋盘格结构,如果这些棋盘格结构中有重叠的话,则需要做一个去重处理。
对于判断生长和去重过程中的哪个棋盘格结构更优,论文给出了一种棋盘格能量计算方法,参考论文公式(6)。
所以整体棋盘格构建流程如下:

没什么讲究,所有点都拿来试一试...
构建初始棋盘格是将选择的初始点扩展成3x3共9个点,组成一个小小的初始棋盘格。方法是从初始点开始,往2个主方向和2个主方向的反方向(一共4个方向)各找一个距离最近的点,这样就有了5个点,然后再从上下两个点以同样的方法往左右扩展,最终形成3x3棋盘格。
- % return if not enough corners
- if size(corners.p,1)<9
- chessboard = [];
- return;
- end
-
- % init chessboard hypothesis
- chessboard = zeros(3,3);
-
- % extract feature index and orientation (central element)
- v1 = corners.v1(idx,:);
- v2 = corners.v2(idx,:);
- chessboard(2,2) = idx;
-
- % find left/right/top/bottom neighbors
- [chessboard(2,3),dist1(1)] = directionalNeighbor(idx,+v1,chessboard,corners);
- [chessboard(2,1),dist1(2)] = directionalNeighbor(idx,-v1,chessboard,corners);
- [chessboard(3,2),dist2(1)] = directionalNeighbor(idx,+v2,chessboard,corners);
- [chessboard(1,2),dist2(2)] = directionalNeighbor(idx,-v2,chessboard,corners);
-
- % find top-left/top-right/bottom-left/bottom-right neighbors
- [chessboard(1,1),dist2(3)] = directionalNeighbor(chessboard(2,1),-v2,chessboard,corners);
- [chessboard(3,1),dist2(4)] = directionalNeighbor(chessboard(2,1),+v2,chessboard,corners);
- [chessboard(1,3),dist2(5)] = directionalNeighbor(chessboard(2,3),-v2,chessboard,corners);
- [chessboard(3,3),dist2(6)] = directionalNeighbor(chessboard(2,3),+v2,chessboard,corners);
-
- % initialization must be homogenously distributed
- if any(isinf(dist1)) || any(isinf(dist2)) || ...
- std(dist1)/mean(dist1)>0.3 || std(dist2)/mean(dist2)>0.3
- chessboard = [];
- return;
- end
可以看到,在通过directionalNeighbor扩展了之后,还对扩展出去的距离做了一个判断,避免产生太过离谱的初始棋盘格。
directionalNeighbor的具体实现如下,其中dist_point+5*dist_edge作为距离这一个有点迷,可能是想兼顾考虑径向和切向距离,但是不知道数学原理是什么(虽然效果确实不错)
- function [neighbor_idx,min_dist] = directionalNeighbor(idx,v,chessboard,corners)
-
- % list of neighboring elements, which are currently not in use
- unused = 1:size(corners.p,1);
- used = chessboard(chessboard~=0);
- unused(used) = [];
-
- % direction and distance to unused corners
- dir = corners.p(unused,:) - ones(length(unused),1)*corners.p(idx,:);
- dist = (dir(:,1)*v(1)+dir(:,2)*v(2));
-
- % distances
- dist_edge = dir-dist*v;
- dist_edge = sqrt(dist_edge(:,1).^2+dist_edge(:,2).^2);
- dist_point = dist;
- dist_point(dist_point<0) = inf;
-
- % find best neighbor
- [min_dist,min_idx] = min(dist_point+5*dist_edge);
- neighbor_idx = unused(min_idx);
这个流程没啥好说的,确定了初始棋盘格之后,就不断往4个方向生长,然后选一个能量最低的作为最优解,作为新的初始棋盘格。
- % try growing chessboard
- while 1
-
- % compute current energy
- energy = chessboardEnergy(chessboard,corners);
-
- % compute proposals and energies
- for j=1:4
- proposal{j} = growChessboard(chessboard,corners,j);
- p_energy(j) = chessboardEnergy(proposal{j},corners);
- end
-
- % find best proposal
- [min_val,min_idx] = min(p_energy);
-
- % accept best proposal, if energy is reduced
- if p_energy(min_idx)<energy
- chessboard = proposal{min_idx};
-
- % otherwise exit loop
- else
- break;
- end
- end
当棋盘格中包含的任意一个角点在已存在的棋盘格中也存在了,则认为存在棋盘格重复。去重采用的方法是看看当前棋盘格的和已存在的棋盘格哪个更优(哪个能量更低),如果当前棋盘格能量更低,则替换掉原来的棋盘格。
- % if chessboard has low energy (corresponding to high quality)
- if chessboardEnergy(chessboard,corners)<-10
-
- % check if new chessboard proposal overlaps with existing chessboards
- overlap = zeros(length(chessboards),2);
- for j=1:length(chessboards)
- for k=1:length(chessboards{j}(:))
- if any(chessboards{j}(k)==chessboard(:))
- overlap(j,1) = 1;
- overlap(j,2) = chessboardEnergy(chessboards{j},corners);
- break;
- end
- end
- end
-
- % add chessboard (and replace overlapping if neccessary)
- if ~any(overlap(:,1))
- chessboards{end+1} = chessboard;
- else
- idx = find(overlap(:,1)==1);
- if ~any(overlap(idx,2)<=chessboardEnergy(chessboard,corners))
- chessboards(idx) = [];
- chessboards{end+1} = chessboard;
- end
- end
- end
[1] Geiger, A., Moosmann, F., Car, Ö. and Schuster, B., 2012, May. Automatic camera and range sensor calibration using a single shot. In 2012 IEEE international conference on robotics and automation (pp. 3936-3943). IEEE.
[2] 基于生长的棋盘格角点检测方法--(1)原理介绍_findchessboardcornerssb原理介绍_计算机视觉life的博客-CSDN博客
[3] Andreas Geiger (cvlibs.net)
[4] onlyliucat/Multi-chessboard-Corner-extraction-detection-: chess board corner extraction and chess board recovery "Automatic Camera and Range Sensor Calibration using a single Shot" (github.com)