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wiki:motionscope_app2 [2022/05/18 11:59]
vizycam [Capturing non-parallel motion (homography to the rescue!)]
wiki:motionscope_app2 [2022/05/18 15:52] (current)
vizycam [MotionScope]
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 {{wiki:​motionscope3.mp4|816x540|loop,​autoplay}} {{wiki:​motionscope3.mp4|816x540|loop,​autoplay}}
 +
 +Check out the above video on [[https://​youtu.be/​z8bPvyXYJOw|YouTube]]. ​
  
 ======Quickstart====== ======Quickstart======
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 MotionScope provides plots of the motion data for easy visualization,​ but sometimes you want the raw numbers. At the bottom of the ''​Analyze''​ tab is the dropdown menu ''​Export data''​. MotionScope provides plots of the motion data for easy visualization,​ but sometimes you want the raw numbers. At the bottom of the ''​Analyze''​ tab is the dropdown menu ''​Export data''​.
  
-{{wiki:​image_865.jpg?​250}} +{{wiki:​image_865.jpg?​210}} 
  
 Selecting one of these types will either download the data file or display it in a separate browser tab.  Selecting one of these types will either download the data file or display it in a separate browser tab. 
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 {{wiki:​image_662.jpg}} {{wiki:​image_662.jpg}}
   ​   ​
-For example, motion directed 45 degrees with respect to the wall won't be fully captured. ​ About 70% of the motion will be captured, 30% will be lost. (Cosine of 45 degrees is 0.7071 or ~70%.) ​ Many times we can't position Vizy such that its image plane is parallel to the motion. ​ For example, imagine capturing the motion of a ball falling from a building. ​ Here, we typically can only position the camera on the ground, so we necessarily need to point Vizy up at an angle (not parallel to the motion -- doh!) +For example, motion directed 45 degrees with respect to the wall won't be fully captured. ​ About 70% of the motion will be captured, 30% will be lost. (Cosine of 45 degrees is 0.7071 or ~70%.) ​ Many times we can't position Vizy such that its image plane is parallel to the motion. ​ For example, imagine capturing the motion of a ball falling from a building. ​ Here, we typically can only position the camera on the ground, so in order to capture the motion, ​we necessarily need to point Vizy up at an angle (not parallel to the motion -- doh!  But we deal with this problem in the next section.
  
  
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 These controls are fairly self-explanatory -- adjusting the controls changes the perspective of the live camera view.  The ''​Shear''​ controls are used less often, which is why they aren't normally displayed.  ​ These controls are fairly self-explanatory -- adjusting the controls changes the perspective of the live camera view.  The ''​Shear''​ controls are used less often, which is why they aren't normally displayed.  ​
  
-Back to the "ball falling from a building"​ example, or in our case, ball falling from a parking garage: Vizy is pointed up at an angle to capture the motion of the ball as it falls. ​ Vizy is tilted ​90 degrees to capture more of the vertical motion. ​   +Back to the "ball falling from a building"​ example, or in our case, ball falling from a parking garage: Vizy is pointed up at an angle to capture the motion of the ball as it falls. ​ Vizy is rotated ​90 degrees to capture more of the vertical motion ​-- check out the picture of Vizy below (Vizy is on its side looking up).  Note also, it's hooked up to a [[wiki:​powering_vizy#​powering-vizy-through-the-usb-c-connector|portable charger for power]]      ​
  
-{{wiki:​image_908.jpg?​300}} +{{wiki:​image_908.jpg?​360}} 
-{{wiki:​image_906.jpg?​300}}+{{wiki:​image_906.jpg?​350}}
  
-We can adjust the perspective controls ​(the tilt in particular) ​during analysis within the ''​Analyze''​ tab.  Note, how the building ​sides become parallel ​and the ''​y velocity''​ graph becomes a straight line, which is what you'd expect from an object experiencing constant acceleration.  Note also that we enable the ''​Show grid''​ overlay so we can line things up more easily (vertical lines should be parallel with respect to each other and the y axis.)  ​+We can adjust the perspective controls during analysis within the ''​Analyze''​ tab.  Note, how the sides of the parking garage stairwell ​become parallel ​-- it's as if we're looking at the plane of motion head-on instead of up at an angle.  Note also that we enable the ''​Show grid''​ overlay so we can line things up more easily (vertical lines should be parallel with respect to each other and the y axis.)  ​
  
-{{wiki:perspective_2.mp4|800x450|loop,​autoplay}} +{{wiki:perspective3.mp4|800x450|loop,​autoplay}} 
- +   
 +Before we adjust the perspective the ''​x velocity''​ graph is curved, but after the perspective is corrected, the ''​y velocity''​ graph becomes a straight line, which is what you'd expect from an object experiencing constant acceleration. ​ (Not to confuse things, but the ''​x velocity''​ graph essentially becomes the ''​y velocity''​ graph after we rotate (roll) the perspective 90 degrees, hoo boy, this was supposed to be a simple example...) ​  
 + 
 +{{wiki:​image_922.jpg?​350}} 
 +{{wiki:​image_921.jpg?​350}} 
 + 
 + 
 +By changing the camera perspective in this way, we are able to accurately measure the acceleration of the ball at close to 9.8 m/​s<​sup>​2</​sup>​ 
 +, although given the nature of acceleration (a double time-derivative of position) we need to average over lots of measurements to reduce the noise introduced by differentiation -- below, we adjusted the ''​Spacing''​ so that we averaged over all measurement points to get the overall average acceleration. ​   
 + 
 +{{wiki:​image_923.jpg?​350}} 
 + 
 +For arbitrary yaw and pitch angles, you can use a "​calibration grid" of squares in the image such that it's oriented parallel with the plane of motion. ​ With such a grid in the environment,​ you can make sure that you capture both the correct perspective and calibration information. When you've corrected the perspective,​ you're presented with an image of squares that are parallel with the grid overlay. (Yay tomography!) ​
  
-In the example above the building offers natural geometry markers for vertical lines and for calibration. ​ For arbitrary yaw and pitch angles, you can use a "​calibration grid" of squares in the image such that it's oriented parallel with the plane of motion. ​ With such a grid in the environment,​ you can make sure that you capture both the correct perspective and calibration information. When you've corrected the perspective,​ you're presented with an image of squares that are parallel with the grid overlay. (Yay homography!) ​ 
  
-By changing the camera perspective in this way, we are able to accurately measure the acceleration of the ball at 9.8 m/​s<​sup>​2</​sup>​ 
-, although given the nature of acceleration (a derivative of a derivative) we need to average over lots of points to reduce the measurement noise. ​   
    
 ======Motion extraction====== ======Motion extraction======
wiki/motionscope_app2.1652893149.txt.gz · Last modified: 2022/05/18 11:59 by vizycam