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