diff --git a/content/notes/10-3d-Cameras.md b/content/notes/10-3d-Cameras.md index 0062c95dc..0b4d4b98a 100644 --- a/content/notes/10-3d-Cameras.md +++ b/content/notes/10-3d-Cameras.md @@ -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 \ No newline at end of file +- Most simple case: 𝐮 = K[I 𝟎]� +- 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 \ No newline at end of file