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3D world points from ARKit depth
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import ARKit | |
import SceneKit | |
let horizontalPoints = 256 / 2 | |
let verticalPoints = 192 / 2 | |
var depthNodes = [SCNNode]() | |
var parentDebugNodes = SCNNode() | |
var sceneView: ARSCNView! | |
// Somewhere during setup | |
func setup() { | |
let configuration = ARWorldTrackingConfiguration() | |
configuration.frameSemantics = .smoothedSceneDepth | |
sceneView.session.run(configuration) | |
sceneView.scene.rootNode.addChildNode(parentDebugNodes) | |
let sizeGeomPredictions = 0.005 | |
let geom = SCNBox(width: sizeGeomPredictions, height: sizeGeomPredictions, length: sizeGeomPredictions, chamferRadius: 0) | |
geom.firstMaterial?.diffuse.contents = UIColor.green | |
for _ in 0..<(horizontalPoints * verticalPoints) { | |
let node = SCNNode(geometry: geom) | |
self.parentDebugNodes.addChildNode(node) | |
self.depthNodes.append(node) | |
} | |
} | |
func session(_ session: ARSession, didUpdate frame: ARFrame) { | |
guard let smoothedDepth = frame.smoothedSceneDepth?.depthMap else { | |
return | |
} | |
let capturedImage = frame.capturedImage | |
let lockFlags = CVPixelBufferLockFlags.readOnly | |
CVPixelBufferLockBaseAddress(smoothedDepth, lockFlags) | |
defer { | |
CVPixelBufferUnlockBaseAddress(smoothedDepth, lockFlags) | |
} | |
let baseAddress = CVPixelBufferGetBaseAddressOfPlane(smoothedDepth, 0)! | |
let depthByteBuffer = baseAddress.assumingMemoryBound(to: Float32.self) | |
// The `.size` accessor simply read the CVPixelBuffer's width and height in pixels. | |
// | |
// They are the same ratio: | |
// 1920 x 1440 = 1440 x 1920 = 0.75 | |
let depthMapSize = smoothedDepth.size | |
// 192 x 256 = 0.75 | |
let capturedImageSize = capturedImage.size | |
var cameraIntrinsics = frame.camera.intrinsics | |
let depthResolution = simd_float2(x: Float(depthMapSize.x), y: Float(depthMapSize.y)) | |
let scaleRes = simd_float2(x: Float(capturedImageSize.x) / depthResolution.x, | |
y: Float(capturedImageSize.y) / depthResolution.y ) | |
// Make the camera intrinsics be with respect to Depth. | |
cameraIntrinsics[0][0] /= scaleRes.x | |
cameraIntrinsics[1][1] /= scaleRes.y | |
cameraIntrinsics[2][0] /= scaleRes.x | |
cameraIntrinsics[2][1] /= scaleRes.y | |
// This will be the long size, because of the rotation | |
let horizontalStep = Float(depthMapSize.x) / Float(self.horizontalPoints) | |
let halfHorizontalStep = horizontalStep / 2 | |
// This will be the short size, because of the rotation | |
let verticalStep = Float(depthMapSize.y) / Float(self.verticalPoints) | |
let halfVerticalStep = verticalStep / 2 | |
for h in 0..<horizontalPoints { | |
for v in 0..<verticalPoints { | |
let x = Float(h) * horizontalStep + halfHorizontalStep | |
let y = Float(v) * verticalStep + halfVerticalStep | |
let depthMapPoint = simd_float2(x, y) | |
// Sample depth | |
let metricDepth = sampleDepthRaw(depthByteBuffer, size: depthMapSize, at: .init(depthMapPoint)) | |
let wp = worldPoint(depthMapPixelPoint: depthMapPoint, | |
depth: metricDepth, | |
cameraIntrinsics: cameraIntrinsics, | |
// This is crucial: you need to always use the view matrix for Landscape Right. | |
viewMatrixInverted: frame.camera.viewMatrix(for: .landscapeRight).inverse) | |
let node = self.depthNodes[v * horizontalPoints + h] | |
node.simdWorldPosition = wp | |
} | |
} | |
} |
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func sampleDepthRaw(_ pointer: UnsafeMutablePointer<Float32>, size: SIMD2<Int>, at: SIMD2<Int>) -> Float { | |
let baseAddressIndex = at.y * size.x + at.x | |
return Float(pointer[baseAddressIndex]) | |
} | |
// This also works. Adapted from: | |
// https://developer.apple.com/forums/thread/676368 | |
func worldPoint(depthMapPixelPoint: SIMD2<Float>, depth: Float, cameraIntrinsicsInverted: simd_float3x3, viewMatrixInverted: simd_float4x4) -> SIMD3<Float> { | |
let localPoint = cameraIntrinsicsInverted * simd_float3(depthMapPixelPoint, 1) * -depth | |
let localPointSwappedX = simd_float3(-localPoint.x, localPoint.y, localPoint.z) | |
let worldPoint = viewMatrixInverted * simd_float4(localPointSwappedX, 1) | |
return (worldPoint / worldPoint.w)[SIMD3(0,1,2)] | |
} | |
// This one is adapted from: | |
// http://nicolas.burrus.name/index.php/Research/KinectCalibration | |
func worldPoint(depthMapPixelPoint: SIMD2<Float>, depth: Float, cameraIntrinsics: simd_float3x3, viewMatrixInverted: simd_float4x4) -> SIMD3<Float> { | |
let xrw = ((depthMapPixelPoint.x - cameraIntrinsics[2][0]) * depth / cameraIntrinsics[0][0]) | |
let yrw = (depthMapPixelPoint.y - cameraIntrinsics[2][1]) * depth / cameraIntrinsics[1][1] | |
// Y is UP in camera space, vs it being DOWN in image space. | |
let localPoint = simd_float3(xrw, -yrw, -depth) | |
let worldPoint = viewMatrixInverted * simd_float4(localPoint, 1) | |
return simd_float3(worldPoint.x, worldPoint.y, worldPoint.z) | |
} | |
extension CVPixelBuffer { | |
var size: SIMD2<Int> { | |
let width = CVPixelBufferGetWidthOfPlane(self, 0) | |
let height = CVPixelBufferGetHeightOfPlane(self, 0) | |
return .init(x: width, y: height) | |
} | |
} |
It looks great, and thanks for posting the rest of your code!
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Btw @snowzurfer, I've managed to build a version with color.
My version is still not ideal but here's the updated code if you're interested:
where the
setup()
function is also a bit different (so that different nodes can have different materials):And these are the other auxiliary functions I wrote:
and this extension on
UIColor
to convert from YCbCr to RGB:and a different extension on
CVPixelBuffer
:EDIT
I've uploaded my project to this repository.