perspectivecamera

Fisheye distortion rectification with lookup table

感情迁移 提交于 2019-12-08 02:32:27
问题 I have a fisheye lens: I would like to undistort it. I apply the FOV model: rd = 1 / ω * arctan (2 * ru * tan(ω / 2)) //Equation 13 ru = tan(rd * ω) / 2 / tan(ω / 2) //Equation 14 as found in equations (13) and (14) of the INRIA paper "Straight lines have to be straight" https://hal.inria.fr/inria-00267247/document. The code implementation is the following: Point2f distortPoint(float w, float h, float cx, float cy, float omega, Point2f input) { //w = width of the image //h = height of the

Finding the angle of a perspective image

天涯浪子 提交于 2019-12-07 14:16:27
问题 I'm working on a floor design app that allows the user to pick preset floor images and view them within a preset room image. My problem is I'm struggling to get the perspective of the floor image to match the room image properly. I have played around with setting the height of the viewpoint and the tilt but is there a way to calculate what these should be by using the real world measurements of the floor and room image? My knowledge in perspective drawing is very limited so I apologise if I'm

WPF 3D: Fitting entire image to view with PerspectiveCamera

无人久伴 提交于 2019-12-06 16:10:55
问题 I have the following image which I need to display in a Viewport3D : The image texture is centered at (0,0) and its corner coordinates are (-1,-1,0), (1,-1,0),(-1,1,0),(1,1,0). Since I am using PerspectiveCamera with a fixed field of view, I have to compute sufficient distance to put entire image into view: Image is represented by a blue line, w is image width (w=2). Camera position is (0,0,d) and hence a triangle is formed: tan(fov/2) = (w/2) / d d = (w/2) / tan(fov/2) Now I put together

OpenGL perspective distorting scene much more than expected along z axis

浪子不回头ぞ 提交于 2019-12-06 10:44:36
问题 I'm working in LWJGL and have been struggling for a while to write a program that allows for simple 3d viewing of a scene. The major issue that I'm running into is that whenever I apply perspective, my scene is stretched very, very far in the z axis. The square in the middle is a cube drawn with orthographic projection (here cube means "all sides are equal"). The shape trailing from the bottom left to the center is also a cube, but drawn with perspective projection! Obviously, this does not

Cartesian Coordinate System in Perspective Projection

最后都变了- 提交于 2019-12-06 07:43:18
I'm still implementing a perspective projection for my augmented reality application. I've already asked some questions about the viewport-calculation and other camera stuff, which is explained from Aldream in this thread However, I don't get any useful value at the moment and I think this depends on my calculation of the cartesian coordinate space. I had some different ways to transform latitude,longitude and altitude to a cartesian coordinate space, but nothing of them seems to work properly. Currently I'm using ECEF(earth centered), but I also tried different calculations like a combination

Finding the angle of a perspective image

一曲冷凌霜 提交于 2019-12-06 01:53:33
I'm working on a floor design app that allows the user to pick preset floor images and view them within a preset room image. My problem is I'm struggling to get the perspective of the floor image to match the room image properly. I have played around with setting the height of the viewpoint and the tilt but is there a way to calculate what these should be by using the real world measurements of the floor and room image? My knowledge in perspective drawing is very limited so I apologise if I'm using the wrong terminology. Any help or advice would be appreciated. Thanks Gwen You should try to

How to compute the size of the rectangle that is visible to the camera at a given coordinate? [duplicate]

一个人想着一个人 提交于 2019-12-05 01:01:19
问题 This question already has an answer here : Three.js - Width of view (1 answer) Closed 2 years ago . I made a small three.js app that moves a bunch of circles from the bottom of the canvas to the top: let renderer, scene, light, circles, camera; initialize(); animate(); function initialize() { renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); scene = new THREE.Scene();

Python - Perspective transform for OpenCV from a rotation angle

自古美人都是妖i 提交于 2019-12-04 21:02:59
问题 I'm working on depth map with OpenCV . I can obtain it but it is reconstructed from the left camera origin and there is a little tilt of this latter and as you can see on the figure, the depth is "shifted" (the depth should be close and no horizontal gradient): I would like to express it as with a zero angle, i try with the warp perspective function as you can see below but i obtain a null field... P = np.dot(cam,np.dot(Transl,np.dot(Rot,A1))) dst = cv2.warpPerspective(depth, P, (2048, 2048))

OpenGL perspective distorting scene much more than expected along z axis

半世苍凉 提交于 2019-12-04 17:16:27
I'm working in LWJGL and have been struggling for a while to write a program that allows for simple 3d viewing of a scene. The major issue that I'm running into is that whenever I apply perspective, my scene is stretched very, very far in the z axis. The square in the middle is a cube drawn with orthographic projection (here cube means "all sides are equal"). The shape trailing from the bottom left to the center is also a cube, but drawn with perspective projection! Obviously, this does not not look like a cube. Here is my code (it is a bit of aa wall, so I've broken it up): public class

rotating perspective camera around an object in javaFX

萝らか妹 提交于 2019-12-04 12:33:50
How can I make camera rotate in circle around a 3d object in javaFX? I know i can rotate it around itself using camera.setRotate(angle); but i want an object to be still and the camera to rotate and point to the same spot like the rotation axis is that object. jewelsea The general technique is defined the answers to: RotateTransition around a pivot? You define a rotate transform and then use a timeline (or animation timer) to animate the angle of the rotate transform as appropriate. If you want the object centered, then you can translate the camera to the origin of the object before rotating.