festifun/backend/festival4d/geometry.py
m3ultra bb542960c2 Lane B (M2 + M8 geometry): COLMAP reconstruction, geometry math, graceful degradation
Implements spec M2 (frame sampling, COLMAP orchestration, TXT-model parsing, scene
normalization, pose interpolation, PLY + DB export) and the M8 geometry functions.

geometry.py (M8): slerp_pose (shortest-arc, double-cover), ray_from_pixel (COLMAP
+y-down back-projection), triangulate_rays (closest-point + parallel guard),
nearest_point_on_ray (in-front radius cylinder). Frozen colmap_to_threejs untouched.

frames.py (M2): variance-of-Laplacian sharpness + windowed sharpest-frame sampling.

sfm.py (M2): hand-written COLMAP images/cameras/points3D parsers; normalize_scene
(centroid->0, camera sphere r->10, up->+Y) as one similarity transform over points+poses;
interpolate_poses (slerp+lerp, no extrapolation); build-aware COLMAP CLI orchestration
(3.x/4.x option detection, CPU SIFT, single-camera-per-folder, undistort->TXT, largest
component by images.bin header count); run_reconstruct with full graceful degradation
(COLMAP absent / <60% / <2 videos / no frames / missing files -> poses left untouched).

Tests: 61 pass (24 foundation + 37 lane-B) with independent oracles (scipy Slerp,
projection-inverse, closed-form geometry) and every degradation/DB-safety branch covered.
Validated end-to-end against real COLMAP 4.1.0 (6 components, largest selected, weak ->
graceful degradation, exit 0).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 08:40:46 +10:00

316 lines
12 KiB
Python

"""Coordinate conversions, quaternion math, ray casting, triangulation.
The single most important thing in this file is :func:`colmap_to_threejs` — the
COLMAP world->camera pose to Three.js camera conversion (spec M5). It is a **FROZEN
CONTRACT**: it ships in foundation with a passing unit test (``test_geometry.py``), and
the JS mirror lives in ``frontend/src/lib/pose.js`` with the *same* embedded test
vectors. Lanes B and C **consume** it; they never reimplement or modify it.
The remaining functions (:func:`slerp_pose`, :func:`ray_from_pixel`,
:func:`triangulate_rays`, :func:`nearest_point_on_ray`) are stubs with frozen
signatures for lane B (spec M2 + M8). Lane B fills the bodies and adds their tests.
Conventions
-----------
- Quaternions are COLMAP order **[w, x, y, z]** (scalar first), unit norm.
- A pose ``(q, t)`` is world->camera: ``x_cam = R(q) @ x_world + t``.
- COLMAP camera axes: +x right, +y down, +z forward (into the scene).
- Three.js cameras look down -z with +y up; hence the ``diag(1, -1, -1)`` flip.
"""
from __future__ import annotations
import numpy as np
from numpy.typing import ArrayLike, NDArray
# Camera-axis flip that takes COLMAP camera-local axes (x right, y down, z forward)
# to Three.js camera-local axes (x right, y up, z backward). Part of the frozen contract.
_FLIP_YZ = np.diag([1.0, -1.0, -1.0])
def quat_to_mat(q: ArrayLike) -> NDArray[np.float64]:
"""Convert a unit quaternion ``[w, x, y, z]`` to a 3x3 rotation matrix.
Hamilton convention, right-handed, active rotation: the returned ``R`` is COLMAP's
world->camera matrix when ``q`` is a COLMAP pose quaternion. FROZEN (used by the
conversion contract).
"""
w, x, y, z = (float(v) for v in np.asarray(q, dtype=np.float64).reshape(4))
n = w * w + x * x + y * y + z * z
if n < 1e-12:
raise ValueError("quaternion has near-zero norm")
s = 2.0 / n
wx, wy, wz = s * w * x, s * w * y, s * w * z
xx, xy, xz = s * x * x, s * x * y, s * x * z
yy, yz, zz = s * y * y, s * y * z, s * z * z
return np.array(
[
[1.0 - (yy + zz), xy - wz, xz + wy],
[xy + wz, 1.0 - (xx + zz), yz - wx],
[xz - wy, yz + wx, 1.0 - (xx + yy)],
],
dtype=np.float64,
)
def mat_to_quat(R: ArrayLike) -> NDArray[np.float64]:
"""Convert a 3x3 rotation matrix to a unit quaternion ``[w, x, y, z]`` (w >= 0).
Inverse of :func:`quat_to_mat`. Used by tests and the pose export path.
"""
m = np.asarray(R, dtype=np.float64).reshape(3, 3)
trace = m[0, 0] + m[1, 1] + m[2, 2]
if trace > 0.0:
s = np.sqrt(trace + 1.0) * 2.0
w = 0.25 * s
x = (m[2, 1] - m[1, 2]) / s
y = (m[0, 2] - m[2, 0]) / s
z = (m[1, 0] - m[0, 1]) / s
elif m[0, 0] > m[1, 1] and m[0, 0] > m[2, 2]:
s = np.sqrt(1.0 + m[0, 0] - m[1, 1] - m[2, 2]) * 2.0
w = (m[2, 1] - m[1, 2]) / s
x = 0.25 * s
y = (m[0, 1] + m[1, 0]) / s
z = (m[0, 2] + m[2, 0]) / s
elif m[1, 1] > m[2, 2]:
s = np.sqrt(1.0 + m[1, 1] - m[0, 0] - m[2, 2]) * 2.0
w = (m[0, 2] - m[2, 0]) / s
x = (m[0, 1] + m[1, 0]) / s
y = 0.25 * s
z = (m[1, 2] + m[2, 1]) / s
else:
s = np.sqrt(1.0 + m[2, 2] - m[0, 0] - m[1, 1]) * 2.0
w = (m[1, 0] - m[0, 1]) / s
x = (m[0, 2] + m[2, 0]) / s
y = (m[1, 2] + m[2, 1]) / s
z = 0.25 * s
q = np.array([w, x, y, z], dtype=np.float64)
q /= np.linalg.norm(q)
if q[0] < 0: # canonical sign: non-negative scalar part
q = -q
return q
def colmap_to_threejs(q: ArrayLike, t: ArrayLike) -> tuple[NDArray[np.float64], NDArray[np.float64]]:
"""Convert a COLMAP world->camera pose to a Three.js camera pose (spec M5).
**FROZEN CONTRACT.** Mirrored in ``frontend/src/lib/pose.js``; do not change the math
without a change request and a synchronized update to both sides + their test vectors.
Parameters
----------
q : array_like, shape (4,)
COLMAP world->camera quaternion ``[w, x, y, z]``.
t : array_like, shape (3,)
COLMAP world->camera translation ``[tx, ty, tz]``.
Returns
-------
position : ndarray, shape (3,)
Camera center in world coordinates, ``C = -R^T t``. Assign to ``camera.position``.
rotation_matrix : ndarray, shape (3, 3)
Three.js camera world rotation ``R_three = R^T @ diag(1, -1, -1)``. Assign via
``camera.setRotationFromMatrix(...)`` (a proper rotation, det = +1).
"""
R = quat_to_mat(q) # world -> cam
t_vec = np.asarray(t, dtype=np.float64).reshape(3)
R_c2w = R.T # cam -> world
position = -R_c2w @ t_vec # camera center in world coords
rotation_matrix = R_c2w @ _FLIP_YZ # flip camera-local y,z for Three.js
return position, rotation_matrix
# ---------------------------------------------------------------------------
# Lane B (spec M2 + M8): pose interpolation, pixel ray casting, two-view triangulation,
# and the single-view nearest-point fallback. Signatures FROZEN; bodies implemented below.
# ---------------------------------------------------------------------------
def slerp_pose(
q0: ArrayLike,
t0: ArrayLike,
q1: ArrayLike,
t1: ArrayLike,
alpha: float,
) -> tuple[NDArray[np.float64], NDArray[np.float64]]:
"""Interpolate between two world->camera poses (spec M2 pose interpolation).
Spherically interpolate the rotation (slerp on the shorter arc, handling the
double-cover sign) and linearly interpolate the translation, at fraction
``alpha in [0, 1]`` from pose 0 to pose 1.
Parameters
----------
q0, q1 : array_like, shape (4,)
COLMAP quaternions ``[w, x, y, z]`` at the endpoints.
t0, t1 : array_like, shape (3,)
COLMAP translations at the endpoints.
alpha : float
Interpolation fraction; 0 returns pose 0, 1 returns pose 1.
Returns
-------
(q, t) : the interpolated quaternion ``[w, x, y, z]`` and translation ``[x, y, z]``.
"""
a = float(alpha)
q0 = np.asarray(q0, dtype=np.float64).reshape(4)
q1 = np.asarray(q1, dtype=np.float64).reshape(4)
n0 = np.linalg.norm(q0)
n1 = np.linalg.norm(q1)
if n0 < 1e-12 or n1 < 1e-12:
raise ValueError("slerp endpoint quaternion has near-zero norm")
q0 = q0 / n0
q1 = q1 / n1
# Double cover: pick the sign of q1 that lies on the same hemisphere as q0, so slerp
# takes the shorter arc (a rotation and its negation are the same orientation).
dot = float(np.dot(q0, q1))
if dot < 0.0:
q1 = -q1
dot = -dot
dot = min(1.0, max(-1.0, dot))
if dot > 0.9995:
# Endpoints almost coincide: nlerp is numerically safe and visually identical.
q_interp = q0 + a * (q1 - q0)
else:
theta_0 = np.arccos(dot)
sin_0 = np.sin(theta_0)
s0 = np.sin((1.0 - a) * theta_0) / sin_0
s1 = np.sin(a * theta_0) / sin_0
q_interp = s0 * q0 + s1 * q1
q_interp = q_interp / np.linalg.norm(q_interp)
t0 = np.asarray(t0, dtype=np.float64).reshape(3)
t1 = np.asarray(t1, dtype=np.float64).reshape(3)
t_interp = (1.0 - a) * t0 + a * t1
return q_interp, t_interp
def ray_from_pixel(
q: ArrayLike,
t: ArrayLike,
fx: float,
fy: float,
cx: float,
cy: float,
px: float,
py: float,
) -> tuple[NDArray[np.float64], NDArray[np.float64]]:
"""Unproject a pixel into a world-space ray (spec M8 annotation resolution).
Given the world->camera pose ``(q, t)`` and pinhole intrinsics, build the ray that
passes through image pixel ``(px, py)``.
Returns
-------
origin : ndarray, shape (3,)
Ray origin = camera center in world coords.
direction : ndarray, shape (3,)
Unit ray direction in world coords, pointing into the scene.
"""
R = quat_to_mat(q) # world -> cam
t_vec = np.asarray(t, dtype=np.float64).reshape(3)
origin = -R.T @ t_vec # camera center in world coords
# Pinhole back-projection. A world point X projects with x_cam = R X + t and
# px = fx * x_cam.x / x_cam.z + cx, py = fy * x_cam.y / x_cam.z + cy
# (COLMAP camera axes: +x right, +y down, +z forward). So the camera-space direction
# through pixel (px, py) is [(px-cx)/fx, (py-cy)/fy, 1], pointing forward into the scene.
d_cam = np.array([(px - cx) / fx, (py - cy) / fy, 1.0], dtype=np.float64)
d_world = R.T @ d_cam # rotate direction cam -> world
norm = np.linalg.norm(d_world)
if norm < 1e-12:
raise ValueError("degenerate ray direction")
return origin, d_world / norm
def triangulate_rays(
origin_a: ArrayLike,
dir_a: ArrayLike,
origin_b: ArrayLike,
dir_b: ArrayLike,
) -> tuple[NDArray[np.float64], float]:
"""Closest point between two world-space rays (spec M8 two-view triangulation).
Returns
-------
point : ndarray, shape (3,)
Midpoint of the shortest segment connecting the two rays.
gap : float
Length of that shortest segment (the mutual-nearest-approach distance). Callers
reject the triangulation when the rays are near-parallel or ``gap`` exceeds the
spec threshold (0.5 scene units).
"""
oa = np.asarray(origin_a, dtype=np.float64).reshape(3)
ob = np.asarray(origin_b, dtype=np.float64).reshape(3)
da = np.asarray(dir_a, dtype=np.float64).reshape(3)
db = np.asarray(dir_b, dtype=np.float64).reshape(3)
na, nb = np.linalg.norm(da), np.linalg.norm(db)
if na < 1e-12 or nb < 1e-12:
raise ValueError("triangulate_rays: zero-length direction")
da = da / na
db = db / nb
# Shortest segment between two lines P(s)=oa+s*da, Q(u)=ob+u*db. Minimize |P-Q|^2.
# With unit directions: b = da.db, denom = 1 - b^2 (0 when parallel).
w0 = oa - ob
b = float(np.dot(da, db))
d = float(np.dot(da, w0))
e = float(np.dot(db, w0))
denom = 1.0 - b * b
if denom < 1e-9:
# Near-parallel: no unique closest pair. Anchor on oa, take the closest point on
# line b to it; gap is the line-to-line perpendicular distance. Callers reject
# near-parallel rays up front, so this branch just stays numerically safe.
s = 0.0
u = e
else:
s = (b * e - d) / denom
u = (e - b * d) / denom
pa = oa + s * da
pb = ob + u * db
point = 0.5 * (pa + pb)
gap = float(np.linalg.norm(pa - pb))
return point, gap
def nearest_point_on_ray(
origin: ArrayLike,
direction: ArrayLike,
points: ArrayLike,
radius: float = 0.3,
) -> NDArray[np.float64] | None:
"""Nearest point-cloud point to a ray, within a cylinder (spec M8 single-view fallback).
Among ``points`` (shape ``(N, 3)``) find the one whose perpendicular distance to the
ray is smallest, considering only points within ``radius`` of the ray and in front of
the origin.
Returns
-------
point : ndarray shape (3,) or None
The selected point-cloud point, or ``None`` if none lie within ``radius``.
"""
o = np.asarray(origin, dtype=np.float64).reshape(3)
d = np.asarray(direction, dtype=np.float64).reshape(3)
nd = np.linalg.norm(d)
if nd < 1e-12:
raise ValueError("nearest_point_on_ray: zero-length direction")
d = d / nd
pts = np.asarray(points, dtype=np.float64).reshape(-1, 3)
if len(pts) == 0:
return None
v = pts - o # origin -> each point
proj = v @ d # signed distance along the ray
perp = v - np.outer(proj, d) # component perpendicular to the ray
perp_dist = np.linalg.norm(perp, axis=1)
# In front of the origin and inside the cylinder of the given radius.
mask = (proj > 0.0) & (perp_dist <= radius)
if not np.any(mask):
return None
idx_in = np.where(mask)[0]
best = idx_in[np.argmin(perp_dist[idx_in])]
return pts[best].copy()