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📄 particles.c

📁 This distribution contains source code for a simple object tracking program using particle filterin
💻 C
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/*  Functions for object tracking with a particle filter    @author Rob Hess  @version 1.0.0-20060310*/#include "defs.h"#include "utils.h"#include "particles.h"/*************************** Function Definitions ****************************//*  Creates an initial distribution of particles at specified locations      @param regions an array of regions describing player locations around    which particles are to be sampled  @param histos array of histograms describing regions in \a regions  @param n the number of regions in \a regions  @param p the total number of particles to be assigned    @return Returns an array of \a p particles sampled from around regions in    \a regions*/particle* init_distribution( CvRect* regions, histogram** histos, int n, int p){  particle* particles;  int np;  float x, y;  int i, j, width, height, k = 0;    particles = malloc( p * sizeof( particle ) );  np = p / n;  /* create particles at the centers of each of n regions */  for( i = 0; i < n; i++ )    {      width = regions[i].width;      height = regions[i].height;      x = regions[i].x + width / 2;      y = regions[i].y + height / 2;      for( j = 0; j < np; j++ )	{	  particles[k].x0 = particles[k].xp = particles[k].x = x;	  particles[k].y0 = particles[k].yp = particles[k].y = y;	  particles[k].sp = particles[k].s = 1.0;	  particles[k].width = width;	  particles[k].height = height;	  particles[k].histo = histos[i];	  particles[k++].w = 0;	}    }  /* make sure to create exactly p particles */  i = 0;  while( k < p )    {      width = regions[i].width;      height = regions[i].height;      x = regions[i].x + width / 2;      y = regions[i].y + height / 2;      particles[k].x0 = particles[k].xp = particles[k].x = x;      particles[k].y0 = particles[k].yp = particles[k].y = y;      particles[k].sp = particles[k].s = 1.0;      particles[k].width = width;      particles[k].height = height;      particles[k].histo = histos[i];      particles[k++].w = 0;      i = ( i + 1 ) % n;    }  return particles;}/*  Samples a transition model for a given particle    @param p a particle to be transitioned  @param w video frame width  @param h video frame height  @param rng a random number generator from which to sample  @return Returns a new particle sampled based on <EM>p</EM>'s transition    model*/particle transition( particle p, int w, int h, gsl_rng* rng ){  float x, y, s;  particle pn;    /* sample new state using second-order autoregressive dynamics */  x = A1 * ( p.x - p.x0 ) + A2 * ( p.xp - p.x0 ) +    B0 * gsl_ran_gaussian( rng, TRANS_X_STD ) + p.x0;  pn.x = MAX( 0.0, MIN( (float)w - 1.0, x ) );  y = A1 * ( p.y - p.y0 ) + A2 * ( p.yp - p.y0 ) +    B0 * gsl_ran_gaussian( rng, TRANS_Y_STD ) + p.y0;  pn.y = MAX( 0.0, MIN( (float)h - 1.0, y ) );  s = A1 * ( p.s - 1.0 ) + A2 * ( p.sp - 1.0 ) +    B0 * gsl_ran_gaussian( rng, TRANS_S_STD ) + 1.0;  pn.s = MAX( 0.1, s );  pn.xp = p.x;  pn.yp = p.y;  pn.sp = p.s;  pn.x0 = p.x0;  pn.y0 = p.y0;  pn.width = p.width;  pn.height = p.height;  pn.histo = p.histo;  pn.w = 0;  return pn;}/*  Normalizes particle weights so they sum to 1    @param particles an array of particles whose weights are to be normalized  @param n the number of particles in \a particles*/void normalize_weights( particle* particles, int n ){  float sum = 0;  int i;  for( i = 0; i < n; i++ )    sum += particles[i].w;  for( i = 0; i < n; i++ )    particles[i].w /= sum;}/*  Re-samples a set of particles according to their weights to produce a  new set of unweighted particles    @param particles an old set of weighted particles whose weights have been    normalized with normalize_weights()  @param n the number of particles in \a particles    @return Returns a new set of unweighted particles sampled from \a particles*/particle* resample( particle* particles, int n ){  particle* new_particles;  int i, j, np, k = 0;  qsort( particles, n, sizeof( particle ), &particle_cmp );  new_particles = malloc( n * sizeof( particle ) );  for( i = 0; i < n; i++ )    {      np = cvRound( particles[i].w * n );      for( j = 0; j < np; j++ )	{	  new_particles[k++] = particles[i];	  if( k == n )	    goto exit;	}    }  while( k < n )    new_particles[k++] = particles[0]; exit:  return new_particles;}/*  Compare two particles based on weight.  For use in qsort.  @param p1 pointer to a particle  @param p2 pointer to a particle  @return Returns -1 if the \a p1 has lower weight than \a p2, 1 if \a p1    has higher weight than \a p2, and 0 if their weights are equal.*/int particle_cmp( void* p1, void* p2 ){  particle* _p1 = (particle*)p1;  particle* _p2 = (particle*)p2;  if( _p1->w > _p2->w )    return -1;  if( _p1->w < _p2->w )    return 1;  return 0;}/*  Displays a particle on an image as a rectangle around the region specified  by the particle    @param img the image on which to display the particle  @param p the particle to be displayed  @param color the color in which \a p is to be displayed*/void display_particle( IplImage* img, particle p, CvScalar color ){  int x0, y0, x1, y1;  x0 = cvRound( p.x - 0.5 * p.s * p.width );  y0 = cvRound( p.y - 0.5 * p.s * p.height );  x1 = x0 + cvRound( p.s * p.width );  y1 = y0 + cvRound( p.s * p.height );    cvRectangle( img, cvPoint( x0, y0 ), cvPoint( x1, y1 ), color, 1, 8, 0 );}

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