Camera pose estimation (OpenCV PnP)

只愿长相守 提交于 2019-11-27 19:54:07

I solved this a while ago, apologies for the year delay.

In the python OpenCV 2.1 I was using, and the newer version 3.0.0-dev, I have verified that to get the pose of the camera in the global frame you must:

_, rVec, tVec = cv2.solvePnP(objectPoints, imagePoints, cameraMatrix, distCoeffs)
Rt = cv2.Rodrigues(rvec)
R = Rt.transpose()
pos = -R * tVec

Now pos is the position of the camera expressed in the global frame (the same frame the objectPoints are expressed in). R is an attitude matrix DCM which is a good form to store the attitude in. If you require Euler angles then you can convert the DCM to Euler angles given an XYZ rotation sequence using:

roll = atan2(-R[2][1], R[2][2])
pitch = asin(R[2][0])
yaw = atan2(-R[1][0], R[0][0])

If you mean with global pose a 4x4 camera pose matrix, which can be used in OpenGL, I do it this way

CvMat* ToOpenGLCos( const CvMat* tVec, const CvMat* rVec )
{
    //** flip COS 180 degree around x-axis **//

    // Rodrigues to rotation matrix
    CvMat* extRotAsMatrix = cvCreateMat(3,3,CV_32FC1);
    cvRodrigues2(rVec,extRotAsMatrix);

    // Simply merge rotation matrix and translation vector to 4x4 matrix 
    CvMat* world2CameraTransformation = CreateTransformationMatrixH(tVec,
    extRotAsMatrix );

    // Create correction rotation matrix (180 deg x-axis)
    CvMat* correctionMatrix = cvCreateMat(4,4,CV_32FC1);
    /* 1.00000   0.00000   0.00000   0.00000
       0.00000  -1.00000  -0.00000   0.00000
       0.00000   0.00000  -1.00000   0.00000
       0.00000   0.00000   0.00000   1.00000 */
    cvmSet(correctionMatrix,0,0,1.0); cvmSet(correctionMatrix,0,1,0.0);
    ... 

    // Flip it
    CvMat* world2CameraTransformationOpenGL = cvCreateMat(4,4,CV_32FC1);
    cvMatMul(correctionMatrix,world2CameraTransformation,   world2CameraTransformationOpenGL);

    CvMat* camera2WorldTransformationOpenGL = cvCreateMat(4,4,CV_32FC1);
    cvInv(world2CameraTransformationOpenGL,camera2WorldTransformationOpenGL,
    CV_LU );

    cvReleaseMat( &world2CameraTransformationOpenGL );
    ...

    return camera2WorldTransformationOpenGL;
}

I think flipping the coordinate system is necessary, because OpenCV and OpenGL/VTK/etc. use different coordinate systems, as illustrated in this picture OpenGL and OpenCV Coordinate Systems

Well, it works this way but somebody might have a better explanation.

position of camera would be {- transpose( r ) * t } . That's it.

And you have done everything correctly except , cv::solvePnp gives (4 x 1) vector for translation if I remember right , you would have to divide x , y , z with the w co-ordinate.

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