vault backup: 2023-03-30 13:56:07

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Jet Hughes 2023-03-30 13:56:07 +13:00
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commit 38d77c3422

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@ -68,6 +68,36 @@ INTRINSICS AND EXTRINSICS
- Often break this down into
![](https://i.imgur.com/3eENBA4.png)
- Most simple case:
- : camera calibration or intrinsics
- : camera pose or extrinsics
- Most simple case: 𝐮 = K[I 𝟎]<5D>
- K: camera calibration or intrinsics
- [I | 0]: camera pose or extrinsics
![](https://i.imgur.com/9AwfvSk.png)
CAMERA CALIBRATION
- The model has image origin in the centre of the frame
- We usually put this at the top corner
- Can fix this with a translation
- If the centre is at $(c_u, c_v)$
![](https://i.imgur.com/aIynYTx.png)
![](https://i.imgur.com/XfSdzye.png)
TRANSFORMING CAMERAS
- We have assumed
- A camera at the origin
- Pointing along the +ve $Z$ axis
- We will need the general case
- Move the camera to any location
- Point the camera in any direction
![](https://i.imgur.com/oWYorU4.png)
> [!INFO] camera in games etc. always moves around with the player/operator,
> instead of transforming the camera we transform the world
> only need to apply inverse matrix to the 3d points of the world
TRANSFORM THE WORLD (!)
- To transform a camera by
- Apply inverse, , to points
- To move the camera left 3 units, move the world right 3 units
- To rotate the camera about , rotate the world about
- The relative motion of the camera and the world is the same